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  • Wait for Unity 4.3? [on hold]

    - by RoarG
    We are currently in a pre-production of developing a 2d game in Unity but with the arrival of Unity 4.3 around the corner we were contemplating waiting for the release 4.3 instead of starting on 4.2, mainly since 4.3 got native 2d support. Is this something to be worried about, or do we need to start over to take use of the advantages that 4.3 brings, or does it matter at all? What benefits does one get in Unity 4.3, considering developing a 2d game? and is it a lot of tweaking to rework if we start the project before 4.3 release?

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  • Cocos2D Terminal Application

    - by Hasyimi Bahrudin
    Is it possible to create a terminal application which uses cocos2d? I've tried to make one using cocos2d 2.x, but it requires a MacGLView to be initialized. I need it so that I could program a terminal application that generates a screenshot given a TMX file and an optional preferred width or height parameter (for resizing). Then I can automate the generation of map previews for my game, instead of manually taking screenshots. It's not practical to load the actual TMX and resize it inside the game (what I'm currently doing), because each TMX file has 7 layers, my tile sheet is huge, and I have lots of levels.

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  • where can i learn to make 3d games in java from scratch?

    - by dfhgdfnhgfn
    Just wondering if anyone knows of anything i can read or watch that explains 3D graphics. i do not want to use any game engine like jogl etc. but i am looking for a way i can learn in detail how 3D works. preferably in java. I have used some game engines but would prefer to learn to make for myself. I would also like to do it without the java3d library. I have also watched some tutorials on 3d games in java, but would like to learn in more detail. Thanks.

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  • Amazing Jutsu (Technique)

    - by Wian_Kiya
    Hy..I'm newbie here.. Please does anyone knows, how to create such a character(sprites) to have a different Style Technique and different kind of movement, so he/she can alternate many technique to defeat his/her opponent... I wanna make my 2d character his/her power had a technique like rasengan, I mean for the first the jutsu its just spining around above his/her hand and then going bigger and much bigger so can create a massive giant ball/light/swords or etc blow up when he/she use that technique to defeat his/her opponent? the e.g of game like Disgaea, Final Fantasy, Suikoden, and another RPG, MMORPG game How the coding is to combine the sprite with his/her different style of technique, and what should I do? Please your guide, thank's a lot... ^_^

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  • Is it possible to create an "impossible" rooms in games?

    - by qwerty3000
    Forgive me my lack of knowlegde, but for quite a long time I asked myself whether it was possible to create a continous game space that some player could walk inside and so on, that would be absolutely impossible in reality, e.g. you have a very small house that allows you to go around it to see all sides and the full dimensions, and then, when you enter, it is like a giant hall, without any loading screen or (internal) "model change" and so on. I'm no game designer and I never needed to learn 3D-modelling, so I don't know what is possible and what isn't. And is this the same as Is the "impossible object" possible in computer graphics? this? Or is it just the same category, but not exactly the same question? Thanks.

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  • LIbgdx and android scaling

    - by petervaz
    Following my previous question, I decided to migrate my andengine game to libdgx to have the desktop option. The game assets were planned, at first, to use a 1080x600 resolution and I raised that to 1200x800 which is native for many tablets and would look better on monitors. I followed this blog aproach regarding aspect ratio, which worked nicely on the desktop version, but running the android version (on my smaller tablet), the background would still appear on the original size being cropped by the smaller screen size. How can I force the resize of the background (or for what matter, of everything) on android to fit the screen?

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  • Implementing unlockable items on Android

    - by coder_For_Life22
    I know this would be a beginners question (some of you might think) but I would like to know different approaches for this. I have a game with lets say 20 unlockable items, at the main menu I have a button where the user can go to an activity and view the unlockable items. So I would like for it to have a "Locked image" and under it a text telling you what the item is and maybe how to unlock it. What is the best way of going about this? And then when the item is unlocked during the game, maybe put a variable in the shared preference and check at the beginning of the activity with the unlockabled items. Let me know what you guys think. Thanks.

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  • How to Use Text in Unity3d

    - by ZiG-ZaG
    How Can i Create Text in Unity3D? I Use "3D Text" But Its Always on Top Of Everything! Can You Suggest Anything? I creating a 2D Game So its not Necessarily a 3D Text.. Edit: Because I Building a 2D Game My Scene is Full of Planes in Front of Camera And I want My Text to be Over One of the Planes and when plane is moving My Text appears behind it. But When I Use "3D Text" Its Always In Front of Everything. Sorry for My Bad English...

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  • Detect rotated rectangle collision

    - by handyface
    I'm trying to implement a script that detects whether two rotated rectangles collide for my game. I used the method explained in the following article for my implementation in Google Dart. 2D Rotated Rectangle Collision I tried to implement this code into my game. Basically from what I understood was that I have two rectangles, these two rectangles can produce four axis (two per rectangle) by subtracting adjacent corner coordinates. Then all the corners from both rectangles need to be projected onto each axis, then multiplying the coordinates of the projection by the axis coordinates (point.x*axis.x+point.y*axis.y) to make a scalar value and checking whether the range of both the rectangle's projections overlap. When all the axis have overlapping projections, there's a collision. First of all, I'm wondering whether my comprehension about this algorithm is correct. If so I'd like to get some pointers in where my implementation (written in Dart, which is very readable for people comfortable with C-syntax) goes wrong. Thanks!

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  • Intuitive "Take Screenshot" key mapping used by games?

    - by Hatoru Hansou
    I recently had a problem testing my game on Linux Ubuntu. The Print key is intercepted by the desktop environment and It never reaches the game. Rather than fighting this, I will simply use any other key or key combination to trigger the screen capture functionality. Now, using the PRINT key is very intuitive because people already expect this behavior. What other keys are a good idea to use to take screenshots? And if possible elaborate why, have other apps/games used that key?

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  • Sprite.js surface background

    - by user1086671
    I'm making a tile-based game using Sprite.js. It is not easy to redraw every tile each frame, so I tried to make a scrolling surface background. There is an example here http://batiste.dosimple.ch/sprite.js/tests/test_scrolling.html The example works, but it seems like ScrollingSurface.update is buggy or there is something I'm missing. What I tried to do is to draw 5x5 tiles and after 5 seconds draw another 5x5 tiles near the first ones. But it draws only the first ones. And surface.update() only updates the position of surface. Here is my code https://github.com/Sektoid/sprite.js/blob/master/tests/test_scrolling.html (You need also to set this.divider = 1.0 in scrolling.js to avoid drawing the same tiles 4 times.) There aren't any sprite.js-forums like with the other sprite- and game-engines have, so I'm asking here.

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  • What is a good format for a 3d topview map?

    - by Tinco
    I am building a 3d topview game like GTA2. In this game the ground is mostly one level (except for tunnels and highways). Most of the ground is also city so the ground is usually covered by either roads or buildings. The buildings are simple 3d models which the player can walk around on. Most of the gameplay is 2d. How should I model the map? I have considered the following options: Bitmaps, I think this gives problems when I want to add data smaller than a tile. Also the problem of bridges and tunnels seems hard to solve with this. Polygons, define all roads, terrain types, buildings with polygons and save that along with physics and texture information. What approach would you take or have you ever implemented this or know of an implementation?

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  • Driver inversion

    - by Val
    I have a GUI game, which is driven by user every time it clicks the mouse. Every time user clicks a square on a board, the board state is updated (we re-compute the score, the player to make next move and legal movements it can make) and repainted. Both mouse click, state recomputation and painting are handled in the GUI thread. Now, suppose that I want to train AI to play without GUI. That is, game engine should consume next move by simply calling AI's makeMove function in one thread. This would allow to play millions of games per second automatically. GUI may just screenshot some arbitrary states time after time. How do you switch to this strategy?

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  • Do games use threads?

    - by Nubcake
    I understand that the concept of how a game runs i.e while (game_loop = true) { //handle events // input/output/sound etc } But it has come to my attention while programming in another HLL is do some games use threads for certain operations? For example take any Pokemon game ; during interaction a textbox appears to display information. Now I've been trying to simulate that sort of textbox and the only way I could have got it to be exactly the same is by using a loop and yes once a loop is started there is no way to handle window events unless they are handled again inside the loop itself. I couldn't have used this loop inside a different thread other than the main one (due to a DirectX limitation) so the only option was to use it inside the main program thread. I was wondering if some games work like this ; do they only use the main program thread and handle events again if they're inside a loop? Edit: I forgot to mention this is about console games not PC games! Thanks Nubcake

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  • How to check if a variable is an integer? [closed]

    - by FyrePlanet
    I'm going through my C++ book and have currently made a working Guess The Number game. The game generates a random number based on current time, has the user input their guess, and then tells them whether it was too high, too low, or the correct number. The game functions fine if you enter a number, but returns 'Too High' if you enter something that is not a number (such as a letter or punctuation). Not only does it return 'too high', but it also continually returns it. I was wondering what I could do to check if the guess, as input by the user, is an integer and if it is not, to return 'Not a number. Guess again.' Here is the code. #include <iostream> #include <cstdlib> #include <ctime> using namespace std; int main() { srand(time(0)); // seed the random number generator int theNumber = rand() % 100 + 1; // random number between 1 and 100 int tries = 0, guess; cout << "\tWelcome to Guess My Number!\n\n"; do { cout << "Enter a guess: "; cin >> guess; ++tries; if (guess > theNumber) cout << "Too high!\n\n"; if (guess < theNumber) cout << "Too low!\n\n"; } while (guess != theNumber); cout << "\nThat's it! You got it in " << tries << " guesses!\n"; cout << "\nPress Enter to exit.\n"; cin.ignore(cin.rdbuf()->in_avail() + 1); return 0; }

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  • How to get MMF2 or similar program

    - by Feldpausch All4
    I took a Game Design class a while ago that used Multimedia Fusion 2. Now I would like to get it on my computer, but I don't have the disk anymore. I have access to the program on my Dad's computer, but I want to get it on mine. Is there a way to get MMF2 for free on my computer? If not, are there any other free game design programs like MMF2 (knowing code is not necessary)? Edit: If I paid the $50 to upgrade to 2.5, could I put it on a second computer, or is that not possible?

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  • How to hide assets from user? ( e.g.: a png file )

    - by burninggramma
    I think the title is quite self-explaining, still this is a big area I think, so let me drop a few words: I've got a simple experiment game project going, and I want to make sure, that the user isn't messing with the game assets like player skin etc. In my opinion the best way would be that on production I would merge all the assets into one file and the application would check the hash of that file, so it could detect the corrupted data. Is this an acceptable practice? There must be sum libraries / applications which are targeting this problem, could you guide me on this? Project details: unix/linux, c++, sdl

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  • How to optimize Conway's game of life for CUDA?

    - by nlight
    I've written this CUDA kernel for Conway's game of life: global void gameOfLife(float* returnBuffer, int width, int height) { unsigned int x = blockIdx.x*blockDim.x + threadIdx.x; unsigned int y = blockIdx.y*blockDim.y + threadIdx.y; float p = tex2D(inputTex, x, y); float neighbors = 0; neighbors += tex2D(inputTex, x+1, y); neighbors += tex2D(inputTex, x-1, y); neighbors += tex2D(inputTex, x, y+1); neighbors += tex2D(inputTex, x, y-1); neighbors += tex2D(inputTex, x+1, y+1); neighbors += tex2D(inputTex, x-1, y-1); neighbors += tex2D(inputTex, x-1, y+1); neighbors += tex2D(inputTex, x+1, y-1); __syncthreads(); float final = 0; if(neighbors < 2) final = 0; else if(neighbors 3) final = 0; else if(p != 0) final = 1; else if(neighbors == 3) final = 1; __syncthreads(); returnBuffer[x + y*width] = final; } I am looking for errors/optimizations. Parallel programming is quite new to me and I am not sure if I get how to do it right. The rest of the app is: Memcpy input array to a 2d texture inputTex stored in a CUDA array. Output is memcpy-ed from global memory to host and then dealt with. As you can see a thread deals with a single pixel. I am unsure if that is the fastest way as some sources suggest doing a row or more per thread. If I understand correctly NVidia themselves say that the more threads, the better. I would love advice on this on someone with practical experience.

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Is there an algorithm for finding an item that matches certain properties, like a 20 questions game?

    - by lala
    A question about 20 questions games was asked here: However, if I'm understanding it correctly, the answers seem to assume that each question will go down a hierarchal branching tree. A binary tree should work if the game went like this: Is it an animal? Yes. Is it a mammal? Yes. Is it a feline? Yes. Because feline is an example of a mammal and mammal is an example of an animal. But what if the questions go like this? Is it a mammal? Yes. Is it a predator? Yes. Does it have a long nose? No. You can't branch down a tree with those kinds of questions, because there are plenty of predators that aren't mammals. So you can't have your program just narrow it down to mammal and have predators be a subset of mammals. So is there a way to use a binary search tree that I'm not understanding or is there a different algorithm for this problem?

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  • Is it legal to sell this kind of software?

    - by Ivan
    Hi, I 've developed a software that automates an online game similar to oGame. You just plan your attacks or whatever and the application sends them automatically. The application is illegal inside the game (I mean, it's not allowed to use this kind of applications in that game), but I'd like to know if it is legal to sell it to users without getting in trouble with the company that owns the game. Thanks in advance, Ivan

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  • Adaptec 5805 after reboot don't starting

    - by Rakedko ShotGuns
    After rebooting the system, the controller is not included. It only works if the computer is shut down and turn off. Late i update firmware "Adaptec RAID 5805 Firmware Build 18948" How to fix the problem? add Log Configuration summary Server name.....................raid_test Adaptec Storage Manager agent...7.31.00 (18856) Adaptec Storage Manager console.7.31.00 (18856) Number of controllers...........1 Operating system................Windows Configuration information for controller 1 ------------------------------------------------------- Type............................Controller Model...........................Adaptec 5805 Controller number...............1 Physical slot...................2 Installed memory size...........512 MB Serial number...................8C4510C6C9E Boot ROM........................5.2-0 (18948) Firmware........................5.2-0 (18948) Device driver...................5.2-0 (16119) Controller status...............Optimal Battery status..................Charging Battery temperature.............Normal Battery charge amount (%).......37 Estimated charge remaining......0 days, 16 hours, 12 minutes Background consistency check....Disabled Copy back.......................Disabled Controller temperature..........Normal (40C / 104F) Default logical drive task priorityHigh Performance mode................Dynamic Number of logical devices.......1 Number of hot-spare drives......0 Number of ready drives..........0 Number of drive(s) assigned to MaxCache cache0 Maximum drives allowed for MaxCache cache8 MaxCache Read Cache Pool Size...0 GB NCQ status......................Enabled Stay awake status...............Disabled Internal drive spinup limit.....0 External drive spinup limit.....0 Phy 0...........................No device attached Phy 1...........................No device attached Phy 2...........................No device attached Phy 3...........................1.50 Gb/s Phy 4...........................No device attached Phy 5...........................No device attached Phy 6...........................No device attached Phy 7...........................No device attached Statistics version..............2.0 SSD Cache size..................0 Pages on fetch list.............0 Fetch list candidates...........0 Candidate replacements..........0 69319...........................31293 Logical device..................0 Logical device name............. RAID level......................Simple volume Data space......................148,916 GB Date created....................09/19/2012 Interface type..................Serial ATA State...........................Optimal Read-cache mode.................Enabled Preferred MaxCache read cache settingEnabled Actual MaxCache read cache setting Disabled Write-cache mode................Enabled (write-back) Write-cache setting.............Enabled (write-back) Partitioned.....................Yes Protected by hot spare..........No Bootable........................Yes Bad stripes.....................No Power Status....................Disabled Power State.....................Active Reduce RPM timer................Never Power off timer.................Never Verify timer....................Never Segment 0.......................Present: controller 1, connector 0, device 0, S/N 9RX3KZMT Overall host IOs................99075 Overall MB......................4411203 DRAM cache hits.................71929 SSD cache hits..................0 Uncached IOs....................29239 Overall disk failures...........0 DRAM cache full hits............71929 DRAM cache fetch / flush wait...0 DRAM cache hybrid reads.........3476 DRAM cache flushes..............-- Read hits.......................0 Write hits......................0 Valid Pages.....................0 Updates on writes...............0 Invalidations by large writes...0 Invalidations by R/W balance....0 Invalidations by replacement....0 Invalidations by other..........0 Page Fetches....................0 0...............................0 73..............................10822 8...............................3 46138...........................4916 27184...........................15226 20875...........................323 16982...........................1771 1563............................5317 1948............................2969 Serial attached SCSI ----------------------- Type............................Disk drive Vendor..........................Unknown Model...........................ST3160815AS Serial Number...................9RX3KZMT Firmware level..................3.AAD Reported channel................0 Reported SCSI device ID.........0 Interface type..................Serial ATA Size............................149,05 GB Negotiated transfer speed.......1.50 Gb/s State...........................Optimal S.M.A.R.T. error................No Write-cache mode................Write back Hardware errors.................0 Medium errors...................0 Parity errors...................0 Link failures...................0 Aborted commands................0 S.M.A.R.T. warnings.............0 Solid-state disk (non-spinning).false MaxCache cache capable..........false MaxCache cache assigned.........false NCQ status......................Enabled Phy 0...........................1.50 Gb/s Power State.....................Full rpm Supported power states..........Full rpm, Powered off 0x01............................113 0x03............................98 0x04............................99 0x05............................100 0x07............................83 0x09............................75 0x0A............................100 0x0C............................99 0xBB............................100 0xBD............................100 0xBE............................61 0xC2............................39 0xC3............................69 0xC5............................100 0xC6............................100 0xC7............................200 0xC8............................100 0xCA............................100 Aborted commands................0 Link failures...................0 Medium errors...................0 Parity errors...................0 Hardware errors.................0 SMART errors....................0 End of the configuration information for controller 1 List item

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  • Do RAID controllers commonly have SATA drive brand compatibility issues?

    - by Jeff Atwood
    We've struggled with the RAID controller in our database server, a Lenovo ThinkServer RD120. It is a rebranded Adaptec that Lenovo / IBM dubs the ServeRAID 8k. We have patched this ServeRAID 8k up to the very latest and greatest: RAID bios version RAID backplane bios version Windows Server 2008 driver This RAID controller has had multiple critical BIOS updates even in the short 4 month time we've owned it, and the change history is just.. well, scary. We've tried both write-back and write-through strategies on the logical RAID drives. We still get intermittent I/O errors under heavy disk activity. They are not common, but serious when they happen, as they cause SQL Server 2008 I/O timeouts and sometimes failure of SQL connection pools. We were at the end of our rope troubleshooting this problem. Short of hardcore stuff like replacing the entire server, or replacing the RAID hardware, we were getting desperate. When I first got the server, I had a problem where drive bay #6 wasn't recognized. Switching out hard drives to a different brand, strangely, fixed this -- and updating the RAID BIOS (for the first of many times) fixed it permanently, so I was able to use the original "incompatible" drive in bay 6. On a hunch, I began to assume that the Western Digital SATA hard drives I chose were somehow incompatible with the ServeRAID 8k controller. Buying 6 new hard drives was one of the cheaper options on the table, so I went for 6 Hitachi (aka IBM, aka Lenovo) hard drives under the theory that an IBM/Lenovo RAID controller is more likely to work with the drives it's typically sold with. Looks like that hunch paid off -- we've been through three of our heaviest load days (mon,tue,wed) without a single I/O error of any kind. Prior to this we regularly had at least one I/O "event" in this time frame. It sure looks like switching brands of hard drive has fixed our intermittent RAID I/O problems! While I understand that IBM/Lenovo probably tests their RAID controller exclusively with their own brand of hard drives, I'm disturbed that a RAID controller would have such subtle I/O problems with particular brands of hard drives. So my question is, is this sort of SATA drive incompatibility common with RAID controllers? Are there some brands of drives that work better than others, or are "validated" against particular RAID controller? I had sort of assumed that all commodity SATA hard drives were alike and would work reasonably well in any given RAID controller (of sufficient quality).

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  • Adaptec 5805 not recognized after reboot

    - by Rakedko ShotGuns
    After rebooting the system, the controller is not recognized. It only works if the computer is shut down and turned off. I have recently updated the firmware to "Adaptec RAID 5805 Firmware Build 18948". How do I fix the problem? Configuration summary --------------------------- 1. Server name.....................raid_test Adaptec Storage Manager agent...7.31.00 (18856) Adaptec Storage Manager console.7.31.00 (18856) Number of controllers...........1 Operating system................Windows Configuration information for controller 1 ------------------------------------------------------- Type............................Controller Model...........................Adaptec 5805 Controller number...............1 Physical slot...................2 Installed memory size...........512 MB Serial number...................8C4510C6C9E Boot ROM........................5.2-0 (18948) Firmware........................5.2-0 (18948) Device driver...................5.2-0 (16119) Controller status...............Optimal Battery status..................Charging Battery temperature.............Normal Battery charge amount (%).......37 Estimated charge remaining......0 days, 16 hours, 12 minutes Background consistency check....Disabled Copy back.......................Disabled Controller temperature..........Normal (40C / 104F) Default logical drive task priority High Performance mode................Dynamic Number of logical devices.......1 Number of hot-spare drives......0 Number of ready drives..........0 Number of drive(s) assigned to MaxCache cache0 Maximum drives allowed for MaxCache cache8 MaxCache Read Cache Pool Size...0 GB NCQ status......................Enabled Stay awake status...............Disabled Internal drive spinup limit.....0 External drive spinup limit.....0 Phy 0...........................No device attached Phy 1...........................No device attached Phy 2...........................No device attached Phy 3...........................1.50 Gb/s Phy 4...........................No device attached Phy 5...........................No device attached Phy 6...........................No device attached Phy 7...........................No device attached Statistics version..............2.0 SSD Cache size..................0 Pages on fetch list.............0 Fetch list candidates...........0 Candidate replacements..........0 69319...........................31293 Logical device..................0 Logical device name............. RAID level......................Simple volume Data space......................148,916 GB Date created....................09/19/2012 Interface type..................Serial ATA State...........................Optimal Read-cache mode.................Enabled Preferred MaxCache read cache settingEnabled Actual MaxCache read cache setting Disabled Write-cache mode................Enabled (write-back) Write-cache setting.............Enabled (write-back) Partitioned.....................Yes Protected by hot spare..........No Bootable........................Yes Bad stripes.....................No Power Status....................Disabled Power State.....................Active Reduce RPM timer................Never Power off timer.................Never Verify timer....................Never Segment 0.......................Present: controller 1, connector 0, device 0, S/N 9RX3KZMT Overall host IOs................99075 Overall MB......................4411203 DRAM cache hits.................71929 SSD cache hits..................0 Uncached IOs....................29239 Overall disk failures...........0 DRAM cache full hits............71929 DRAM cache fetch / flush wait...0 DRAM cache hybrid reads.........3476 DRAM cache flushes..............-- Read hits.......................0 Write hits......................0 Valid Pages.....................0 Updates on writes...............0 Invalidations by large writes...0 Invalidations by R/W balance....0 Invalidations by replacement....0 Invalidations by other..........0 Page Fetches....................0 0...............................0 73..............................10822 8...............................3 46138...........................4916 27184...........................15226 20875...........................323 16982...........................1771 1563............................5317 1948............................2969 Serial attached SCSI ----------------------- Type............................Disk drive Vendor..........................Unknown Model...........................ST3160815AS Serial Number...................9RX3KZMT Firmware level..................3.AAD Reported channel................0 Reported SCSI device ID.........0 Interface type..................Serial ATA Size............................149,05 GB Negotiated transfer speed.......1.50 Gb/s State...........................Optimal S.M.A.R.T. error................No Write-cache mode................Write back Hardware errors.................0 Medium errors...................0 Parity errors...................0 Link failures...................0 Aborted commands................0 S.M.A.R.T. warnings.............0 Solid-state disk (non-spinning).false MaxCache cache capable..........false MaxCache cache assigned.........false NCQ status......................Enabled Phy 0...........................1.50 Gb/s Power State.....................Full rpm Supported power states..........Full rpm, Powered off 0x01............................113 0x03............................98 0x04............................99 0x05............................100 0x07............................83 0x09............................75 0x0A............................100 0x0C............................99 0xBB............................100 0xBD............................100 0xBE............................61 0xC2............................39 0xC3............................69 0xC5............................100 0xC6............................100 0xC7............................200 0xC8............................100 0xCA............................100 Aborted commands................0 Link failures...................0 Medium errors...................0 Parity errors...................0 Hardware errors.................0 SMART errors....................0 End of the configuration information for controller 1

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