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  • How to make a python script run in Anacron

    - by Jeremy
    I have a python script that I would like to run daily using anacron, but I haven't been able to get it to work. The script is in my home directory, and I have put a symlink to it in /etc/cron.daily/. I saw somewhere that things here can't have dots in the filename, so the symlink has the .py extension removed (the original file still has it). The python file does have #!/usr/bin/python on the first line. This is my first experience with cron / anacron, and so I'm sure I'm making a dumb mistake - I just don't know what it is. Is a symlink a problem? Do I need the actual file there? Is the python script the problem? Do I need to run a bash script that will open the python script? Is there something else I'm not thinking of?

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  • How to run Ubuntu fully in initramfs?

    - by miernik
    I have a machine with 10 GB of RAM, and I would like to run Ubuntu on it (Debian also OK if its easier), fully in RAM in such a way: I boot from a compressed image on an USB flash disk, that is uncompressed into RAM, and then I can remove the disk from the USB slot, and use the system only with RAM, without any permanent disk. Whenever I make any changes that I want permanent, I would put the flash disk back into the USB slot (possibly not the same one as I used initially to boot, as I would like to keep many versions of the boot flash disk), and run some command that would save the current state into a compressed image on the disk. How can I set this up?

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  • Creating natural environments that can run on lower end computers in Unity3D/C#

    - by Timothy Williams
    So, I'm starting work on a project soon that will require me to create realistic environments that can preferably run on PC's besides high quality ones. The goal is to get as real an environment as possible while still being easy(ish) to run. The only problem is I've NEVER done anything with 3D environments, making trees sway, grass move, lighting, etc. Can anyone give me any help? Perhaps describe how it's done? Link me to articles? I'm just looking to be pointed in the right direction, not for you to write the code for me. Any help at all would be greatly appreciated, I'm using Unity3D and C# as my language. Thanks, Tim.

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  • JavaOne and Oracle Open World Community Run - Monday, Oct 1, 6:17am PT

    - by arungupta
    Following the tradition from last year, inviting all JavaOne and Oracle Open World attendees to run with me in one of the 10 best cities to run in the US. The running route will start at Ferry Plaza on Embarcadero, go through Fisherman's Wharf, straight up Hyde St, couple of loops around Crooked Street and then back the same route to end at Ferry Plaza. Here is the complete clickable map: The Hyde Street (~300ft in 0.75 miles) and Lombard (~200 ft in 0.15 mile) are challenging elevations and you may cover them once only. Alternatively you may take a simpler route out-and-back by running further up to Marina and Crissy Field. When ? Monday, Oct 1, 2012 I plan to leave at 6:17am PT from the starting point and certainly hope you can join me. Oracle is doing several things to keep Oracle Open World and JavaOne sustainable and reduce the conference footprint. Lets do our share to keep the conference green! Of course, don't forget the Geek Bike Ride is tomorrow.

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  • Can't get Minecraft to run on Ubuntu

    - by Dennis
    I have installed JDK and JRE from this tutorial and have tried many methods of starting it up, yet my results are always the same. If any one could please help me I would be very grateful. Exception in thread "Thread-3" java.lang.UnsatisfiedLinkError: /home/dennis/.minecraft/bin/natives/liblwjgl.so: /home/dennis/.minecraft/bin/natives/liblwjgl.so: wrong ELF class: ELFCLASS32 (Possible cause: architecture word width mismatch) at java.lang.ClassLoader$NativeLibrary.load(Native Method) at java.lang.ClassLoader.loadLibrary1(Unknown Source) at java.lang.ClassLoader.loadLibrary0(Unknown Source) at java.lang.ClassLoader.loadLibrary(Unknown Source) at java.lang.Runtime.load0(Unknown Source) at java.lang.System.load(Unknown Source) at org.lwjgl.Sys$1.run(Sys.java:69) at java.security.AccessController.doPrivileged(Native Method) at org.lwjgl.Sys.doLoadLibrary(Sys.java:65) at org.lwjgl.Sys.loadLibrary(Sys.java:81) at org.lwjgl.Sys.<clinit>(Sys.java:98) at net.minecraft.client.Minecraft.F(SourceFile:1853) at aoe.<init>(SourceFile:20) at net.minecraft.client.Minecraft.<init>(SourceFile:77) at anv.<init>(SourceFile:36) at net.minecraft.client.MinecraftApplet.init(SourceFile:36) at net.minecraft.Launcher.replace(Launcher.java:136) at net.minecraft.Launcher$1.run(Launcher.java:79)

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  • Unity3d: Box collider attached to animated FBX models through scripts at run-time have wrong dimension

    - by Heisenbug
    I have several scripts attached to static and non static models of my scene. All models are instantiated at run-time (and must be instantiated at run-time because I'm procedural building the scene). I'd like to add a BoxCollider or SphereCollider to my FBX models at runtime. With non animated models it works simply requiring BoxCollider component from the script attached to my GameObject. BoxCollider is created of the right dimension. Something like: [RequireComponent(typeof(BoxCollider))] public class AScript: MonoBehavior { } If I do the same thing with animated models, BoxCollider are created of the wrong dimension. For example if attach the script above to penelopeFBX model of the standard asset, BoxCollider is created smaller than the mesh itself. How can I solve this?

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  • set installer background / not able to run early_command in custom preseed file (precise)

    - by user73093
    I have a custom preseed file for a Precise Live CD (which is well loaded on boot, I checked syslog for that). My initial problem is that when booting in install mode (default behavior for a Live CD), ubiquity runs X with a default wallpaper which is hardcoded to /usr/share/backgrounds/warty-final-ubuntu.png in Ubiquity code. So my idea was to run early_command (https://help.ubuntu.com/12.04/installation-guide/i386/preseed-advanced.html) to copy my custom wallpaper over /usr/share/backgrounds/warty-final-ubuntu.png. Assuming my custom wallpaper allready resides on the rootfs in /usr/share/backgrounds. But... It seems the early_command never runs (and I'm sure the preseed file is taken into account) Here is what I have added to my preseed file: d-i preseed/early_command string cp /usr/share/backgrounds/mywallpaper-defaults.jpg /usr/share/backgrounds/warty-final-ubuntu.png Even this one is never run: d-i preseed/early_command string /usr/bin/touch /tmp/testearly Thanks for helping !!

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  • Need Help in optimizing a loop in C [migrated]

    - by WedaPashi
    I am trying to draw a Checkerboard pattern on a lcd using a GUI library called emWin. I have actually managed to draw it using the following code. But having these many loops in the program body for a single task, that too in the internal flash of the Microcontroller is not a good idea. Those who have not worked with emWin, I will try and explain a few things before we go for actual logic. GUI_REST is a structure which id define source files of emWin and I am blind to it. Rect, REct2,Rec3.. and so on till Rect10 are objects. Elements of the Rect array are {x0,y0,x1,y1}, where x0,y0 are starting locations of rectangle in X-Y plane and x1, y1 are end locations of Rectangle in x-Y plane. So, Rect={0,0,79,79} is a rectangle starts at top left of the LCD and is upto (79,79), so its a square basically. The function GUI_setBkColor(int color); sets the color of the background. The function GUI_setColor(int color); sets the color of the foreground. GUI_WHITE and DM_CHECKERBOARD_COLOR are two color values, #defineed GUI_FillRectEx(&Rect); will draw the Rectangle. The code below works fine but I want to make it smarter. GUI_RECT Rect = {0, 0, 79, 79}; GUI_RECT Rect2 = {80, 0, 159, 79}; GUI_RECT Rect3 = {160, 0, 239, 79}; GUI_RECT Rect4 = {240, 0, 319, 79}; GUI_RECT Rect5 = {320, 0, 399, 79}; GUI_RECT Rect6 = {400, 0, 479, 79}; GUI_RECT Rect7 = {480, 0, 559, 79}; GUI_RECT Rect8 = {560, 0, 639, 79}; GUI_RECT Rect9 = {640, 0, 719, 79}; GUI_RECT Rect10 = {720, 0, 799, 79}; WM_SelectWindow(Win_DM_Main); GUI_SetBkColor(GUI_BLACK); GUI_Clear(); for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect); Rect.y0 += 80; Rect.y1 += 80; } /* for(j=0,j<11;j++) { for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect); Rect.y0 += 80; Rect.y1 += 80; } Rect.x0 += 80; Rect.x1 += 80; } */ for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect2); Rect2.y0 += 80; Rect2.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect3); Rect3.y0 += 80; Rect3.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect4); Rect4.y0 += 80; Rect4.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect5); Rect5.y0 += 80; Rect5.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect6); Rect6.y0 += 80; Rect6.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect7); Rect7.y0 += 80; Rect7.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect8); Rect8.y0 += 80; Rect8.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect9); Rect9.y0 += 80; Rect9.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect10); Rect10.y0 += 80; Rect10.y1 += 80; }

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  • Help to organize game cycle in Java

    - by ASIO22
    I'm pretty new here (as though to a game development). So here's my question. I'm trying to organize a really simple game cycle in my public static main() as follows: Scanner sc = new Scanner(System.in); //Running the game cycle boolean flag=true; while (flag) { int action; System.out.println("Type your action please:"); System.out.println("0: Exit app"); try { action = sc.nextInt(); switch (action) { case 0: flag=false; break; case 1: break; } } catch (InputMismatchException ex) { System.out.println(ex.getClass() + "\n" + "Please type a correct input\n"); //action = sc.nextInt(); continue; } What's wrong with this cycle: I want to catch an exception when user types text instead of number, show a message, warning user, and the continue game cycle, read user input etc. But instead of that, when users types wrong data, it goes into a eternal cycle without even prompting user. What I did wrong?

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  • Performance due to entity update

    - by Rizzo
    I always think about 2 ways to code the global Step() function, both with pros and cons. Please note that AIStep is just to provide another more step for whoever who wants it. // Approach 1 step foreach( entity in entities ) { entity.DeltaStep( delta_time ); if( time_for_fixed_step ) entity.FixedStep(); if( time_for_AI_step ) entity.AIStep(); ... // all kind of updates you want } PRO: you just have to iterate once over all entities. CON: fidelity could be lower at some scenarios, since the entity.FixedStep() isn't going all at a time. // Approach 2 step foreach( entity in entities ) entity.DeltaStep( delta_time ); if( time_for_fixed_step ) foreach( entity in entities ) entity.FixedStep(); if( time_for_AI_step ) foreach( entity in entities ) entity.FixedStep(); // all kind of updates you want SEPARATED PRO: fidelity on FixedStep is higher, shouldn't be much time between all entities update, rather than Approach 1 where you may have to wait other updates until FixedStep() comes. CON: you iterate once for each kind of update. Also, a third approach could be a hybrid between both of them, something in the way of foreach( entity in entities ) { entity.DeltaStep( delta_time ); if( time_for_AI_step ) entity.AIStep(); // all kind of updates you want BUT FixedStep() } if( time_for_fixed_step ) { foreach( entity in entities ) { entity.FixedStep(); } } Just two loops, don't caring about time fidelity in nothing other than at FixedStep(). Any thoughts on this matter? Should it really matters to make all steps at once or am I thinking on problems that don't exist?

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  • Alt+F2 (Run Application) doesn't work for custom commands

    - by Felix
    In order to speed up Android development, I've edited my ~/.bashrc to add some paths to PATH: export PATH=${PATH}:/opt/android-sdk/tools:/opt/android-sdk/platform-tools This works just fine from the command line (I can just type android and, no matter where I am, the Android SDK and AVD Manager will start up just fine. However, if I try to type android in the Alt+F2 dialog (Run Application), it gives the following error: Could not open location 'file:///home/felix/android' Error stating file '/home/felix/android': No such file or directory Why is that? What PATH does the Run Application dialog use?

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  • System boots in console + login loop

    - by Imagicien
    I messed up my system while trying to fix permission problems for setting up a LAMP local server. I tried this solution: How to avoid using sudo when working in /var/www? without success. Then I saw this solution: Permissions issue: how can Apache access files in my Home directory? I understood that I had to change the permissions of my root directory (among others), so I executed: sudo chmod 710 / I also changed the user group on / to www-data. I also did these operations on /home. I'm pretty sure one of those commands broke something, because it's the last commands I executed, and after that, my system showed strange/broken behavior: Firefox stopped showing pages Some icons got replaced by an red X icon (meaning "Icon not found" I guess) Applications refused to launch (no reaction) After rebooting: I got a strange graphical message talking about not being able to mount something, asking me if I wanted to wait, and talking about /tmp (I forgot the message since I was in shock) My system now boots in console, and when I login, it flashes unsignificant stuff* before re-asking me to login. My important data is on Ubuntu One. I'd prefer not having to reinstall from scratch. Is there a way to regain access to my system? Thanks a lot for your help. *Looks like a terminal header with the name of the OS and other info. Doesn't seem important.

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  • I dont know how to run e2fsck or fsck and what are their differences

    - by Salvador
    My Kern.log file advise me to run e2fsck. Aug 30 14:10:11 ubuntu kernel: [ 122.378292] EXT4-fs (sda11): warning: maximal mount count reached, running e2fsck is recommended Aug 30 14:10:11 ubuntu kernel: [ 122.387488] EXT4-fs (sda11): mounted filesystem with ordered data mode. Opts: (null) /dev/sda11 is not mounted within my current OS (Ubuntu 10.04) I have known that e2fsck is a dangerous command when running against the root partition which is at the same hard disk as sda11. I would trust in this solution better than others: Can I run fsck or e2fsck when Linux file system is mounted?

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  • Gap in parallaxing background loop

    - by CinetiK
    The bug here is that my background kind of offset a bit itself from where it should draw and so I have this line. I have some troubles understanding why I get this bug when I set a speed that is different then 1,2,4,8,16,... In main class I set the speed depending on the player speed bgSpeed = -(int)playerMoveSpeed.X / 10; and here's my background class class ParallaxingBackground { Texture2D texture; Vector2[] positions; public int Speed { get; set;} public void Initialize(ContentManager content, String texturePath, int screenWidth, int speed) { texture = content.Load<Texture2D>(texturePath); this.Speed = speed; positions = new Vector2[screenWidth / texture.Width + 2]; for (int i = 0; i < positions.Length; i++) { positions[i] = new Vector2(i * texture.Width, 0); } } public void Update() { for (int i = 0; i < positions.Length; i++) { positions[i].X += Speed; if (Speed <= 0) { if (positions[i].X <= -texture.Width) { positions[i].X = texture.Width * (positions.Length - 1); } } else { if (positions[i].X >= texture.Width*(positions.Length - 1)) { positions[i].X = -texture.Width; } } } } public void Draw(SpriteBatch spriteBatch) { for (int i = 0; i < positions.Length; i++) { spriteBatch.Draw(texture, positions[i], Color.White); } } }

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  • Input Handling and Game loop

    - by Bob Coder
    So, I intercept the WM_KEYDOWN and other messages. Thing is, my game can't/shouldn't react to these messages just yet, since my game might be currently drawing to the screen or in the middle of updating my game entities. So the idea is to keep a keyboardstate and mousestate, which is updated by the part of my code that intercepts the windows messages. These states just keep track of which keys/buttons are currently pressed. Then, at the start of my game's update function, I access these keyboard and mouse states and my game reacts to the user input. Now, which is the best way to access these states? I assume that windows messages can be sent whenever, so the keyboard/mouse states are constantly being edited. Accessing say a list of currently pressed keys in the keyboard state the same time another part of the code is editing the list would cause problems. Should I make a deep copy of a state and act on that? How would I deal with the garbage generated though, this would take place every frame.

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  • Foreach loop with 2d array of objects

    - by Jacob Millward
    I'm using a 2D array of objects to store data about tiles, or "blocks" in my gameworld. I initialise the array, fill it with data and then attempt to invoke the draw method of each object. foreach (Block block in blockList) { block.Draw(spriteBatch); } I end up with an exception being thrown "Object reference is not set to an instance of an object". What have I done wrong? EDIT: This is the code used to define the array Block[,] blockList; Then blockList = new Block[screenRectangle.Width, screenRectangle.Height]; // Fill with dummy data for (int x = 0; x <= screenRectangle.Width / texture.Width; x++) { for (int y = 0; y <= screenRectangle.Height / texture.Width; y++) { if (y >= screenRectangle.Height / (texture.Width*2)) { blockList[x, y] = new Block(1, new Rectangle(x * 16, y * 16, texture.Width, texture.Height), texture); } else { blockList[x, y] = new Block(0, new Rectangle(x * 16, y * 16, texture.Width, texture.Height), texture); } } }

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  • Run Blustacks or Android to play clash of clans on ubuntu 13.4+

    - by Joe Hanus
    I am trying to get rid of the need to dual boot Ubuntu and windows and one thing I can do with windows I can not do with Linux is to run Bluestacks to play android games my favourite one ow is clash of clans. I have tried different VM's to run android emulators and virtual box but nothing works for clash of clans I can download the game to the VM from Google Play Store but it fails to open If Ubuntu can fix this by making a way to successfully install Bluestacks on Ubuntu or Android with Virtual box with out loading errors of all apps/games it would help the Linux community to become less dependant of Windows. Thanks in advance! go Ubuntu!

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  • Why ISVs Run Applications on Oracle SuperCluster

    - by Parnian Taidi-Oracle
    Michael Palmeter, Senior Director Product Development of Oracle Engineered Systems, discusses how ISVs can easily run up to 20x faster, gain 28:1 storage compression, and grow presence in the market all without any changes to their code in this short video. One of the family of Oracle engineered systems products, Oracle SuperCluster provides maximum end-to-end database and application performance with minimal initial and ongoing support and maintenance effort, at the lowest total cost of ownership. Java or enterprise applications running on Oracle Database 11gR2 or higher and Oracle Solaris 11 can run up to 20X faster than traditional platforms on Oracle SuperCluster without any changes to their code.  Large number of customers are consolidating hundreds of their applications and databases on Oracle SuperCluster and are requiring their ISVs to support it. ISVs can become Oracle SuperCluster Ready and Oracle SuperCluster Optimized by joining the Oracle Exastack program. 

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  • How to manage drawing loop when changing render targets

    - by George Duckett
    I'm managing my game state by having a base GameScreen class with a Draw method. I then have (basically) a stack of GameScreens that I render. I render the bottom one first, as screens above might not completely cover the ones below. I now have a problem where one GameScreen changes render targets while doing its rendering. Anything the previous screens have drawn to the backbuffer is lost (as XNA emulates what happens on the xbox). I don't want to just set the backbuffer to preserve its contents as I want this to work on the xbox as well as PC. How should I manage this problem? A few ideas I've had: Render every GameScreen to its own render target, then render them all to the backbuffer. Create some kind of RenderAction queue where a game screen (and anything else I guess) could queue something to be rendered to the back buffer. They'd render whatever they wanted to any render target as normal, but if they wanted to render to the backbuffer they'd stick that in a queue which would get processed once all rendertarget rendering was done. Abstract away from render targets and backbuffers and have some way of representing the way graphics flows and transforms between render targets and have something manage/work out the correct rendering order (and render targets) given what rendering process needs as input and what it produces as output. I think each of my ideas have pros and cons and there are probably several other ways of approaching this general problem so I'm interested in finding out what solutions are out there.

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  • How to set Qwt path to the run-time linker in Xubuntu

    - by Rahul
    I've successfully installed Qwt in Xubuntu 12.04(qmake - make - make install). But now I need to set the Qwt path to run time linker of Xubuntu. In manual it's given like - If you have installed a shared library it's path has to be known to the run-time linker of your operating system. On Linux systems read "man ldconfig" ( or google for it ). Another option is to use the LD_LIBRARY_PATH (on some systems LIBPATH is used instead, on MacOSX it is called DYLD_LIBRARY_PATH) environment variable. But being newbie to Linux environment, I'm not able to proceed further. Please help me with this.

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  • Select (loop) or command not working in shell-script

    - by user208098
    I've been tinkering with Linux and Unix for years but still a novice in my mind and recently find myself trying to be more pro with it as I work in IT. So with that notion I'm studying shell scripting. I've hit a snag in ubuntu using the latest version 13.10 Saucy. When I use the select command in a sh script it doesn't work, depending on how I format the command it will either return Unexpected "do" or Unexpected "done". See the following two examples: This section of code produces an unexpected "do" error: #/bin/bash PS3='Please enter your choice' select opt in option1 option2 option3 quit do case $opt in "option1") echo "you chose choice 1" ;; "option2") echo "you chose choice 2" ;; "option3") echo "you chose choice 3" ;; "quit") break ;; *) echo invalid option ;; esac done This section of code produces an unexpected "done" error. #/bin/bash PS3='Please enter your choice' select opt in option1 option2 option3 quit ; do case $opt in "Option1") echo "you chose choice 1" ;; "Option2") echo "you chose choice 2" ;; "Option3") echo "you chose choice 3" ;; "quit") break ;; *) echo invalid option ;; esac done When I enter these parameters into the command line interactively or manually I get the desired result which is a list of choices to choose from. However when executed from a script I get the before mentioned errors. Also a side note I have tried this in Fedora as a script and it worked perfectly so my question is why isn't it working in Ubuntu, is this a difference between RHL and Debian? Or is it a bug in the latest version of Ubuntu? Thanks in advance for any help! KG

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  • I Don't Understand Anything About Randomly Generated Worlds [closed]

    - by Alex Larsen
    What tools do I need to make a Minecraft-like generated world? I heard about Perlin noise and Simplex, but I don't understand anything about them. So far all I found on the internet was a Simplex version for C#, and all it has is functions, and this is what I get: Console.WriteLine(Noise.Generate(SomeNumber, SomeNumber, SumNumber)); Outputs random floats. I'm really lost. I don't understand the whole random generated worlds concept. Can someone help me? And if I use the noise thing I don't understand how to use it.

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  • How to run software, that is not offered though package managers, that requires ia32-libs

    - by Onno
    I'm trying to install the Arma 2 OA dedicated server on a Virtualbox VM so I can test my own missions in a sandbox environment in a way that lets me offload them to another computer in my network. (The other computer is running the VM, but it's a windows machine, and I didn't want to hassle with its installation) It needs at least 2, and preferably 4GB of ram, so I thought I would install the AMD64 version of ubuntu 13.10 to get this going. 'How do you run a 32-bit program on a 64-bit version of Ubuntu?' already explained how to install 32bit software though apt-get and/or dpkg, but that doesn't apply in this case. The server is offered as a compressed download on the site of BI Studio, the developer of the Arma games. Its installation instructions are obviously slightly out of date with the current state of the art. (probably because the state of the art has been updated quite recently :) ) It states that I have to install ia32-libs, which has now apparently been deprecated. Now I have to find out how to get the right packages installed to make sure that it will run. My experience level is like novice-intermediate when it comes to these issues. I've installed a lot of packages though apt-get; I've solved dependency issues in the past; I haven't installed much software without using package managers. I can handle myself with basic administrative work like editing conf files and such. I have just gone ahead and tried to install it without installing ia32-libs through apt-get but to install gcc to get the libs after all. My reasoning being that gcc will include the files for backward compatibility coding and on linux all libs are (as far as I can tell) installed at a system level in /libs . So far it seems to start up. (I can connect with the game server trough my in-game network browser, so it's communicating) I'm not sure if there's any dependency checking going on when running the game server program, so I'm left with a couple of questions: Does 13.10 catch any calls to ia32libs libraries and translate the calls to the right code on amd64? If it runs, does that mean that all required libraries have been loaded correctly, or is there a change of it crashing later on when a library that was needed is missing after all? Is it necessary to do a workaround such as installing gcc? How do I find out what libraries I might need to run this software? (or any other piece of 32-bit software that isn't offered through a package manager)

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  • Kinect losing tracked players with Beta2 SDK

    - by Eric B
    So i'm creating a game using the Beta2 SDK for Kinect. The issue i am having is that in the middle of gameplay if another person enters the Kinects FOV it stops tracking the player and will not track anyone else for several minutes. Same deal if the player leaves the FOV and reenters it. Here is what im using to detect players. void nui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { int playersAlive = 0; // reset lists skeletons = new Dictionary<int, SkeletonData>(); //create a new list for skeletons menuSkeleton = new List<SkeletonData>(); initialPlayers = new Dictionary<float, SkeletonData>(); //create a new list for initialPlayers foreach (SkeletonData s in e.SkeletonFrame.Skeletons) //for each skeleton the kinect has detected { if (s.TrackingState == SkeletonTrackingState.Tracked) // players found { menuSkeleton.Add(s); if (initialized) // after initialization { skeletons.Add(s.TrackingID, s); } else // before initialization initialPlayers.Add(s.Joints[JointID.ShoulderCenter].Position.X, s); //if we are not initialized then add this player to the inital player list. playersAlive++; } } if (playersAlive == TOTAL_PLAYERS_ALLOWED) // If there is one player { if (!inMiniGame) // Before the game starts gameStart = DateTime.Now; // Reset initialization timer if (!initialized) // Before initialization // NOTE TO SELF I TOOK OUT && inMenu { InitializePlayers(); if (DateTime.Now.Subtract(gameStart).TotalMilliseconds > INITIALIZATION_WAIT_TIME) { initialized = true; // initialize timers from fixed starting time if (inMiniGame) //if the game has started { gamePause = gameStart; //TODO ERIC: Initialize any Timers Here } } } } } /// <summary> /// this function initializes the players adding them to a list /// and making one of the players the menu controller, for LIM we will need to change the code so that the /// game only recognizes and supports one player at a time /// variable names will need to be change as well. /// </summary> private void InitializePlayers() { List<float> initialPos = new List<float>(); // used to track starting positions players = new Dictionary<int, Player>(); foreach (float pos in initialPlayers.Keys) { initialPos.Add(pos); //add position of each inital player to list } float first = initialPos[0]; // left player first, right second Player player = new Player(initialPlayers[first].TrackingID, true); player.PlayerNumber = PLAYER_ONE; player.Skeleton = initialPlayers[first]; player.Specifics = new PlayerSpecifics(player.PlayerNumber); player.Specifics.PauseTimer = gameStart; players.Add(initialPlayers[first].TrackingID, player); menuController = initialPlayers[first].TrackingID; //menu controller is player 1 } This is a one player game. Also when the game starts Initialize is set to false, and gets set to true when i go from the games menu into the gameplay. So can anyone see any issues with this code block that would cause the kinect to lose players as they enter/exit the FOV? and not re-track them? Thank you for any help.

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