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  • Upcoming events 2011 IT Camp Saturday Tampa and Orlando Code Camp 2011

    - by Nikita Polyakov
    I’ll be speaking at a few upcoming events: Saturday March 19th 2011 IT Camp Saturday Tampa http://itcampsaturday.com/tampa This is a first of it’s kind – IT Pro camp, a more topic open then many traditional Code Camp and no so much code focused. Here is just a small sample: Adnan Cartwright Administrating your Network with Group Policy Nikita Polyakov Intro to Phone 7 Development Landon Bass Enterprise Considerations for SharePoint 2010 Michael Wells Intro to SQL Server for IT Professionals Keith Kabza Microsoft Lync Server 2010 Overview Check out the full session schedule for other session, if you are in the IT Pro field – you will find many sessions of interest here: http://itcampsaturday.com/tampa/2011/03/01/schedule/   Saturday March 26th 2011 Orlando Code Camp http://www.orlandocodecamp.com/ Just a highlight of a few sessions: Design & Animation Chris G. Williams: Making Games for Windows Phone 7 with XNA 4.0 Diane Leeper: Animating in Blend: It's ALIVE Diane Leeper: Design for Developers: Bad Design Kills Good Projects Henry Lee: Windows Phone 7 Animation Konrad Neumann: Being a Designer in a Developer's World Nikita Polyakov: Rapid Prototyping with SketchFlow in Expression Blend WP7 Henry Lee: Learn to Use Accelerometer and Location Service (GPS) in Windows Phone Application Joe Healy: Consuming Services in Windows Phone 7 Kevin Wolf: Work From Anywhere = WFA (Part 1) Kevin Wolf: Work From Anywhere = WFA (Part 2) Nikita Polyakov: WP7 Marketplace Place and Monetization Russell Fustino: Making (More) Money with Phone 7

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  • How to fix Failed to initialize Windows Azure storage emulator error

    - by ybbest
    When you press F5 to start debugging Azure project, you might get the following exception: If you go to the Output windows, you will see the detailed error message below: Windows Azure Tools: Failed to initialize Windows Azure storage emulator. Unable to start Development Storage. Failed to start Development Storage: the SQL Server instance ‘localhost\SQLExpress’ could not be found. Please configure the SQL Server instance for Development Storage using the ‘DSInit’ utility in the Windows Azure SDK. This is because by default, Azure uses the SQLExpress to start Development Storage. To fix this you can do the following: You need to open command prompt, and navigate to C:\Program Files\Windows Azure SDK\v1.4\bin\devstore (depending on your Azure version, the file path is slightly different.) Next, run DSInit /sqlInstance:. (. Means the SQL Server use the default instance, if you have name instance, you need to change. to the name of the SQL Server) After a short while, you should see the following windows showing the configuration succeeds. You can download a batch file here. References: http://msdn.microsoft.com/en-us/library/gg433132.aspx

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  • dependency problems at installation from mysql-server-5.5

    - by Furtano
    qcons@014-QCONS:/var/lib$ sudo apt-get install -f mysql-server Paketlisten werden gelesen... Fertig Abhängigkeitsbaum wird aufgebaut Statusinformationen werden eingelesen... Fertig mysql-server ist schon die neueste Version. 0 aktualisiert, 0 neu installiert, 0 zu entfernen und 0 nicht aktualisiert. 2 nicht vollständig installiert oder entfernt. Nach dieser Operation werden 0 B Plattenplatz zusätzlich benutzt. Möchten Sie fortfahren [J/n]? j mysql-server-5.5 (5.5.28-0ubuntu0.12.04.2) wird eingerichtet ... 121112 11:16:52 [Note] Plugin 'FEDERATED' is disabled. 121112 11:16:52 InnoDB: The InnoDB memory heap is disabled 121112 11:16:52 InnoDB: Mutexes and rw_locks use GCC atomic builtins 121112 11:16:52 InnoDB: Compressed tables use zlib 1.2.3.4 121112 11:16:52 InnoDB: Initializing buffer pool, size = 128.0M 121112 11:16:52 InnoDB: Completed initialization of buffer pool 121112 11:16:52 InnoDB: highest supported file format is Barracuda. 121112 11:16:53 InnoDB: Waiting for the background threads to start 121112 11:16:54 InnoDB: 1.1.8 started; log sequence number 1595675 121112 11:16:54 InnoDB: Starting shutdown... 121112 11:16:54 InnoDB: Shutdown completed; log sequence number 1595675 start: Job failed to start invoke-rc.d: initscript mysql, action "start" failed. dpkg: Fehler beim Bearbeiten von mysql-server-5.5 (--configure): Unterprozess installiertes post-installation-Skript gab den Fehlerwert 1 zurück dpkg: Abhängigkeitsprobleme verhindern Konfiguration von mysql-server: mysql-server hängt ab von mysql-server-5.5; aber: Paket mysql-server-5.5 ist noch nicht konfiguriert. dpkg: Fehler beim Bearbeiten von mysql-server (--configure): Abhängigkeitsprobleme - verbleibt unkonfiguriert Es wurde kein Apport-Bericht verfasst, da die Fehlermeldung darauf hindeutet, dass dies lediglich ein Folgefehler eines vorherigen Problems ist. Fehler traten auf beim Bearbeiten von: mysql-server-5.5 mysql-server E: Sub-process /usr/bin/dpkg returned an error code (1)

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  • How do I animate a spritesheet in cocos2d Android

    - by user729053
    I'm trying to animate a sprite in a spritesheet, the goal is to make the character walk from left to right. I subclassed CCSprite: CharacterSprite. this is my code: CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFrames("WalkAnimation.plist"); CCSpriteSheet spriteSheet = CCSpriteSheet.spriteSheet("WalkAnimation.png"); w.addChild(spriteSheet); ArrayList<CCSpriteFrame> walkSprites = new ArrayList<CCSpriteFrame>(); for(int i = 1; i<=8;++i) { walkSprites.add(CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName("walk"+ i +".png")); } //float randomFactor = (float)Math.random()*10; CCAnimation walkAnimation = CCAnimation.animation("walk", 0.1f, walkSprites); Log.v("addEnemy", "Show"); this.character = CCSprite.sprite(walkSprites.get(0)); Log.v("addEnemy", "Don't Show"); this.walkAction = CCRepeatForever.action(CCAnimate.action(walkAnimation, false)); character.runAction(walkAction); for(int k =0; k<amount; k++) { float randomFactor = (float)Math.random()*10; character.setPosition(CGPoint.ccp(-randomFactor * character.getContentSize().width/2, winSize.height / 6.0f)); spriteSheet.addChild(character); } This code is in my 2nd scene. And whenever I press on Start Game, nothing happens. But the code is executed till: character = CharacterSprite.sprite("walk1.png"); Can someone provide me of a snippet of animation using a spritesheet?

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  • Text contains characters that cannot be resolved by this SpriteFont

    - by Appeltaart
    I'm trying to draw currency symbols in an Arial Spritefont. According to thissite, the font contains these symbols. I've included the Unicode character region for these symbols in the Content Processor SpriteFont file, like so: <CharacterRegions> <CharacterRegion> <Start>&#32;</Start> <End>&#126;</End> </CharacterRegion> <CharacterRegion> <!-- Currency symbols --> <Start>&#8352;</Start> <End>&#8378;</End> </CharacterRegion> </CharacterRegions> However, whenever I try to draw a € (Euro) symbol, I get this exception: Text contains characters that cannot be resolved by this SpriteFont Inspecting the SpriteFont in the IDE at that breakpoint shows the € symbol is in there. I'm at a loss at what could be wrong. Why is this exception thrown?

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  • mysql service do not launch

    - by ted
    Sorry for my English; I was trying to create db with rake in RoR application that has been configured for MySQL(gem installed, settings changed). After that attempt mysql-server broke: d@calister:~$ mysql ERROR 2002 (HY000): Can't connect to local MySQL server through socket '/var/run/mysqld/mysqld.sock' (2) mysqld is not running at all: d@calister:~$ ps aux | grep mysql d 3769 0.0 0.0 4368 832 pts/0 S+ 18:03 0:00 grep --color=auto mysql And also it doesn't seem it would like to run: d@calister:~$ sudo service mysql start start: Job failed to start Any suggestions? Thanks EDIT: d@calister:~$ sudo -u mysql mysqld 120520 18:45:11 [Note] Plugin 'FEDERATED' is disabled. mysqld: Table 'mysql.plugin' doesn't exist 120520 18:45:11 [ERROR] Can't open the mysql.plugin table. Please run mysql_upgrade to create it. 120520 18:45:11 InnoDB: The InnoDB memory heap is disabled 120520 18:45:11 InnoDB: Mutexes and rw_locks use GCC atomic builtins 120520 18:45:11 InnoDB: Compressed tables use zlib 1.2.3.4 120520 18:45:11 InnoDB: Initializing buffer pool, size = 128.0M 120520 18:45:11 InnoDB: Completed initialization of buffer pool 120520 18:45:11 InnoDB: highest supported file format is Barracuda. 120520 18:45:12 InnoDB: Waiting for the background threads to start 120520 18:45:13 InnoDB: 1.1.8 started; log sequence number 1589459 120520 18:45:13 [ERROR] Fatal error: Can't open and lock privilege tables: Table 'mysql.host' doesn't exist

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  • How do I choose a package format for Linux software distribution?

    - by Ian C.
    We have a Java-based application that, to date, we've been distributing as a tarball with instructions for deploying. It's mostly self-contained so deployment is fairly straight-forward: Untar on the disk you'd like it to live on; Make sure Java is in your path and a suitable distro and version; Verify ownership and group on all the files Start up the server processes with our start script If the user wants to get in to start-on-boot stuff with SysV we have some written instructions and a template init file for it in our tarball. We'd like to make this installation process a little more seamless; take care of the permissions and the init script deployment. We're also going to start bundling our own JRE with the application so that we're mostly free of external dependencies. The question we're faced with now is: how do we pick a package format for distribution? Is RPM the standard? Can all package management tools deal with it now? Our clients primarily run RHEL and CentOS, but we do have some using SuSE and even Debian. If we can pick a distro-agnostic format we'd prefer that. What about a self-extracting shell script? Something akin to how Java is distributed. If we're dependency-free would the self-extracting script be sufficient? What features or conveniences would we lose out on going with the script versus a proper package format meant for use by a package manager?

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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • Embedded .swf file in .pfd-Ubuntu 10.04

    - by Thanos
    I have just finished a presentation in LaTeX. In this very .pdf file I have included a .swf animation(done with adobe flash CS5 in windows) which starts when you click on it. While I have already installed a relevant player(swfdec flash player) neither document viewer nor okular are able to reproduce it. I tried with my player to make sure that the file is not corrupted and the result was that it can be produced. I tried the same .pdf file in windows using adobe reader and there is no problem there. The embedded file can be reproduced with no problem. So I thought of installing adobe in ubuntu. I tried there to see if the problem was solved. Things got a bit better. Adobe could understand that there is something there, so when clicked I got a message that I had to get the proper player. When I clicked on a relevant button I expected to open my browser in a player's page. Instead nothing happened. If I place my mouse's cursor next to the space that defines my animation the is a "message" stating "Media File(application/x-shockwave flash)". The next step was to install Adobe Flash player, but I couldn't find the standallone player;only the browser's plugs... How can I get this .swf file play in pdf?

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  • MOSS Search Error: Authentication failed because the remote party has closed the transport stream

    - by Cherie Riesberg
    http://support.microsoft.com/?id=962928 To resolve this issue, follow these steps: Stop the Office SharePoint Services Search service. To do this, follow these steps: Click Start, click Run, type cmd , and then click OK. At the command prompt, type net stop osearch, and then press ENTER. Type exit to exit the command prompt. Download and install the IIS 6.0 Resource Kit Tools. To obtain the IIS 6.0 Resource Kit Tools, visit the following Microsoft Web site: http://www.microsoft.com/downloads/details.aspx?familyid=56FC92EE-A71A-4C73-B628-ADE629C89499 (http://www.microsoft.com/downloads/details.aspx?familyid=56FC92EE-A71A-4C73-B628-ADE629C89499) On each server in the farm that has Office SharePoint 2007 installed, follow these steps: Click Start, click Run, type cmd , and then click OK. Navigate to the location of the IIS 6.0 Resource Kit Tools (default location is: C:\Program Files\IIS Resources\SelfSSL) At the command prompt, type selfssl /s:951338967 /v:1000, and then press ENTER. Notes For 64 bit Server, 951338967 is the default ID of the Office Server Web Services certificate. For 32 bit Server, 1720207907 is the default ID of the Office Server Web Services certificate. You can check the ID of Office Server Web Services from IIS. 1000 is the number of days that the certification will be valid. You need to execute the selfssl command on each MOSS Server in the farm which is running a "Office Server Web Services" site. SharePoint partly uses SSL name resolution in the background between farm servers, which users generally do not need to be aware of. Start the Office SharePoint Services Search service. To do this, follow these steps: At the command prompt, type net start osearch, and then press ENTER. Type exit to exit the command prompt. Download and install the following update to the .NET Framework 3.5 SP1. For more information, click the following article number to view the article in the Microsoft Knowledge Base: 959209  (http://support.microsoft.com/kb/959209/ ) An update for the .NET Framework 3.5 Service Pack 1 is available

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  • Error while running Jetty Server on port 80 as non root user

    - by user75016
    All, I was trying to setup jetty on port 80 but its giving exception saying permission denied as below. I have setup jetty to work with setuid and configured start.ini as follows: OPTIONS=Server,jsp,jmx,resources,websocket,ext,plus,annotations,jta,jdbc,setuid (below as first configuration file in start.ini) etc/jetty-setuid.xml and jetty-setuid.xml file with username and group name of non root user. 2012-07-03 15:29:02.411:INFO:oejdp.ScanningAppProvider:Deployment monitor /opt/jetty-hightide-8.1.3.v20120416/contexts at interval 1 2012-07-03 15:29:02.454:WARN:oejuc.AbstractLifeCycle:FAILED [email protected]:80: java.net.SocketException: Permission denied java.net.SocketException: Permission denied at sun.nio.ch.Net.bind(Native Method) at sun.nio.ch.ServerSocketChannelImpl.bind(ServerSocketChannelImpl.java:126) at sun.nio.ch.ServerSocketAdaptor.bind(ServerSocketAdaptor.java:59) at org.eclipse.jetty.server.nio.SelectChannelConnector.open(SelectChannelConnector.java:182) at org.eclipse.jetty.server.AbstractConnector.doStart(AbstractConnector.java:311) at org.eclipse.jetty.server.nio.SelectChannelConnector.doStart(SelectChannelConnector.java:260) at org.eclipse.jetty.util.component.AbstractLifeCycle.start(AbstractLifeCycle.java:59) at org.eclipse.jetty.server.Server.doStart(Server.java:273) at org.eclipse.jetty.util.component.AbstractLifeCycle.start(AbstractLifeCycle.java:59) at org.eclipse.jetty.xml.XmlConfiguration$1.run(XmlConfiguration.java:1215) at java.security.AccessController.doPrivileged(Native Method) at org.eclipse.jetty.xml.XmlConfiguration.main(XmlConfiguration.java:1138) 2012-07-03 15:29:02.455:WARN:oejuc.AbstractLifeCycle:FAILED org.eclipse.jetty.server.Server@66da9ea4: java.net.SocketException: Permission denied java.net.SocketException: Permission denied

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  • Animating Tile with Blitting taking up Memory.

    - by Kid
    I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's causing memory leakage. Every second the FlashPlayer is taking up +140 kb more in memory. What part of the following code could possibly cause the leak: //The variable Rectangle finds where on the 2d array we should clear the pixels //Fillrect follows up by setting alpha 0 at that spot before we copy in nxt Sprite //Tiletype is a variable that holds what kind of tile the next tile in animation is //(from tileSheet) //drawTile() gets Sprite from tilesheet and copyPixels it into right position on canvas public function animateSprite():void{ tileGround.bitmapData.lock(); if(anmArray[0].tileType > 42){ anmArray[0].tileType = 40; frameCount = 0; } var rect:Rectangle = new Rectangle(anmArray[0].xtile * ts, anmArray[0].ytile * ts, ts, ts); tileGround.bitmapData.fillRect(rect, 0); anmArray[0].tileType = 40 + frameCount; drawTile(anmArray[0].tileType, anmArray[0].xtile, anmArray[0].ytile); frameCount++; tileGround.bitmapData.unlock(); } public function drawTile(spriteType:int, xt:int, yt:int):void{ var tileSprite:Bitmap = getImageFromSheet(spriteType, ts); var rec:Rectangle = new Rectangle(0, 0, ts, ts); var pt:Point = new Point(xt * ts, yt * ts); tileGround.bitmapData.copyPixels(tileSprite.bitmapData, rec, pt, null, null, true); } public function getImageFromSheet(spriteType:int, size:int):Bitmap{ var sheetColumns:int = tSheet.width/ts; var col:int = spriteType % sheetColumns; var row:int = Math.floor(spriteType/sheetColumns); var rec:Rectangle = new Rectangle(col * ts, row * ts, size, size); var pt:Point = new Point(0,0); var correctTile:Bitmap = new Bitmap(new BitmapData(size, size, false, 0)); correctTile.bitmapData.copyPixels(tSheet, rec, pt, null, null, true); return correctTile; }

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  • What is the way to submit a patch to fix all the damage that LP: #600941 causes?

    - by nutznboltz
    What is the best way to submit a patch to fix all the damage that LP: #600941 causes? I ask because LP: #600941 was put into every version of Ubuntu still supported at this time. Should I pick a particular version and run ubuntu-bug on it? Should that version be the LTS or Oneiric or Precise (how can I get Precise if I need it?) The story is that after it was pushed out all of our systems started experiencing Nagios nrpe restart failures. Commands like /etc/init.d/nagios-nrpe-server restart would cause nrpe to stop but not restart. I tracked this down to the way that the /etc/init.d/nagios-nrpe-server script is calling start-stop-daemon. The issue is that the "stop" stanza in the /etc/init.d/nagios-nrpe-server script first calls start-stop-daemon which sends SIGTERM to nrpe and then waits only for one second. If nrpe has not exited by that time the pid file will still exist and the /etc/init.d/nagios-nrpe-server script will remove it. Worse if /etc/init.d/nagios-nrpe-server restart is used not only will the pid file be removed, the attempt to restart nrpe will fail provided that the nrpe daemon is still tardy in shutting down. The attempt to start under those circumstances will fail because nrpe will still be bound to a socket and the second attempt at binding will cause the nrpe startup to abort. They should have wondered why there was a comment about "sometimes the pid file does not get removed". They should have tested on systems that have a heavy load and therefore slow nrpe response times. The fix is to add --retry 10 or such to the invocation of start-stop-daemon ... --stop ... Thanks

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  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

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  • format/build raid 5 with one 4k drive, three 512b

    - by skidawgz
    I have 4 WD 1TB drives which I want to 4x1TB Raid5. I am not sure what course of action to take next. How do I configure my 4th drive (sde) to align with the rest? Will this affect performance? I rcv this msg (which brings me here to ask these question): The device presents a logical sector size that is smaller than the physical sector size. Aligning to a physical sector (or optimal I/O) size boundary is recommended, or performance may be impacted. fdisk -l shows: Disk /dev/sdb: 1000.2 GB, 1000204886016 bytes 81 heads, 63 sectors/track, 382818 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0xf324ba09 Device Boot Start End Blocks Id System /dev/sdb1 2048 1953525167 976761560 fd Linux raid autodetect Disk /dev/sdc: 1000.2 GB, 1000204886016 bytes 81 heads, 63 sectors/track, 382818 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x38bcc1f0 Device Boot Start End Blocks Id System /dev/sdc1 2048 1953525167 976761560 fd Linux raid autodetect Disk /dev/sdd: 1000.2 GB, 1000204886016 bytes 81 heads, 63 sectors/track, 382818 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x570f77e7 Device Boot Start End Blocks Id System /dev/sdd1 2048 1953525167 976761560 fd Linux raid autodetect Disk /dev/sde: 1000.2 GB, 1000204886016 bytes 255 heads, 63 sectors/track, 121601 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0xeb665e7b Device Boot Start End Blocks Id System

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  • First steps with Oracle ADF Mobile for iOS and Android

    - by Bruno.Borges
    Oracle announced recently its new Mobile development platform, called Oracle ADF Mobile. With it, you can build truly Java applications, deploy and run real Java code on both Android and iOS with its self-contained Java runtime. It also comes with PhoneGap. which allows you to use any feature your phone offers, like sensors and camera. It's probably the most complete solution for mobile development out there, simply because with Oracle ADF Mobile, you can write Native, Hybrid or Web applications for your smartphone and tablet. Do you want to take a quick look on what can be done with it? Check out this video!  Now, to start with Oracle ADF Mobile, here are the first steps you will have to go through. Download Oracle JDeveloperGo to this link and download the install file for your environment (Windows, Linux-32bit or Generic) Install JDeveloper (of course)If you need help on this, look at the documentation (if you've downloaded 11gR2, click here) Download Oracle ADF Mobile BundleThis is the download page for Oracle ADF Mobile. Accept the license as usual at the top, and follow with the Download button. It will take you to another page, where you will see a table containing a download link. Click on it and it will start downloading a ZIP file. Start JDeveloperStart Oracle JDev. It may self update. Restart the IDE if you are asked to. Go to Help > Check for updates Click Next and make sure you are at the "Source" tab Select "Install From Local File" Select the Oracle ADF Mobile ZIP you downloaded on step 3 Finish the process   Now you have JDeveloper with Oracle ADF Mobile sucessfully installed! There are two great tutorials to start coding with ADF Mobile. Just choose your platform! Android Tutorial iOS Tutorial And have fun! :-) 

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  • Configuring Transmission for faster download

    - by Luis Alvarado
    I have tested on the same PC with the same torrent/magnet links the following Torrent Clients: Transmission Ktorrent Deluge qBittorrent Vuze After 7 days of testing I noticed that the only one that took longer to start downloading and to keep an optimum/max download speed was Transmission. It was the slowest of them all to download the same torrents or magnet links which I tested 8 torrents and 4 magnet links from different sites and the one that took the most to start downloading or start after a pause/resume event. The other 4 just took less than 2 seconds for example to start downloading and to download the same content between 50% less time to 80% less time. I think that Transmission has the same capabilities about downloading/resuming than the other torrent clients but it may be because of some configuration I need to do to get the same speed and effect than the others. In my tests all torrent clients were tested with their default configurations. No changes were made. They were tested on the same PC, with the same network connection in the same time periods. So I am thinking that Transmission just needs a little bit of configuration tunning. I also set the ports for use to the same one for each. Checked the router for any blocking and anything related to the network. What options can I change to make it so Transmission resumes a download faster (grabs the seeds faster) and keeps a fast download all the time (Stays with the seeds that offer the best connection for example). Both of which by the look of it are features that the rest of the torrent clients do already.

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  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

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  • How can I perform 2D side-scroller collision checks in a tile-based map?

    - by bill
    I am trying to create a game where you have a player that can move horizontally and jump. It's kind of like Mario but it isn't a side scroller. I'm using a 2D array to implement a tile map. My problem is that I don't understand how to check for collisions using this implementation. After spending about two weeks thinking about it, I've got two possible solutions, but both of them have some problems. Let's say that my map is defined by the following tiles: 0 = sky 1 = player 2 = ground The data for the map itself might look like: 00000 10002 22022 For solution 1, I'd move the player (the 1) a complete tile and update the map directly. This make the collision easy because you can check if the player is touching the ground simply by looking at the tile directly below the player: // x and y are the tile coordinates of the player. The tile origin is the upper-left. if (grid[x][y+1] == 2){ // The player is standing on top of a ground tile. } The problem with this approach is that the player moves in discrete tile steps, so the animation isn't smooth. For solution 2, I thought about moving the player via pixel coordinates and not updating the tile map. This will make the animation much smoother because I have a smaller movement unit per frame. However, this means I can't really accurately store the player in the tile map because sometimes he would logically be between two tiles. But the bigger problem here is that I think the only way to check for collision is to use Java's intersection method, which means the player would need to be at least a single pixel "into" the ground to register collision, and that won't look good. How can I solve this problem?

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  • Where to look for a programming partner?

    - by David
    Say that you want to start a new project (I'm talking about a serious project — e.g if you had an idea that seems good and profitable — not about something you start just to learn a new technology or just for your enjoyment) but you don't feel like you can do it alone since, for example, you lack the experience or the technical skills to go through all the phases needed to go from the idea to the final product. Say also that you don't simply want to hire someone. You want someone who can be as passionate as you in the job, that is “proficient” in and enthusiast of the same technologies as you are and that possibly has a background similar to yours (e.g. you both are students, you both come from a prestigious univerity or just you're both Star Trek nerds). So, basically you don't want a person to tell what to do (e.g. “implement this and that, slave!”) but someone who can be inspiring and bring something new and important to your project. Someone to go with you from the earliest stage — from clearly shaping the project's philosophy to drawing mockups etc. Someone who agrees to share the outcome of the project, that strongly believes in the idea behind it and is completely 50-50 with you. Now the question is: how to improve your chances of finding this person (or persons)? Where would you look at first? For example, if you had a lot of funds and were looking for someone to hire, you'd maybe post an ad in SO careers or jobs.73signals; if you already had a team and were looking for funding, you'd start a project on kickstarter or indiegogo, or you'd go to some startup event. But if you had to find a good partner (and programmer, of course) for you're project, where would you start looking? Which strategies would you use?

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  • Automatic Appointment Conflict Resolution

    - by Thomas
    I'm trying to figure out an algorithm for resolving appointment times. I currently have a naive algorithm that pushes down conflicting appointments repeatedly, until there are no more appointments. # The appointment list is always sorted on start time appointment_list = [ <Appointment: 10:00 -> 12:00>, <Appointment: 11:00 -> 12:30>, <Appointment: 13:00 -> 14:00>, <Appointment: 13:30 -> 14:30>, ] Constraints are that appointments: cannot be after 15:00 cannot be before 9:00 This is the naive algorithm for i, app in enumerate(appointment_list): for possible_conflict in appointment_list[i+1:]: if possible_conflict.start < app.end: difference = app.end - possible_conflict.start possible_conflict.end += difference possible_conflict.start += difference else: break This results in the following resolution, which obviously breaks those constraints, and the last appointment will have to be pushed to the following day. appointment_list = [ <Appointment: 10:00 -> 12:00>, <Appointment: 12:00 -> 13:30>, <Appointment: 13:30 -> 14:30>, <Appointment: 14:30 -> 15:30>, ] Obviously this is sub-optimal, It performs 3 appointment moves when the confict could have been resolved with one: if we were able to push the first appointment backwards, we could avoid moving all the subsequent appointments down. I'm thinking that there should be a sort of edit-distance approach that would calculate the least number of appointments that should be moved in order to resolve the scheduling conflict, but I can't get the a handle on the methodology. Should it be breadth-first or depth first solution search. When do I know if the solution is "good enough"?

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  • iptables unresolved dependencies

    - by tertle
    I'm trying to setup OpenVPN Access Server on a VPS running ubuntu 9.10 for a friend so she can play games from her uni campus. The problem is I keep running into this error when trying to start openvpn. Service deferred error: IPTablesServiceBase: failed to run iptables-restore [status=1]: ['FATAL: Could not load /lib/modules/2.6.18-028stab070.14/modules.dep: No such file or directory', 'FATAL: Could not load /lib/modules/2.6.18-028stab070.14/modules.dep: No such file or directory', 'iptables-restore: line 46 failed']: internet/base:1175,internet/base:752,internet/process:45,internet/process:306,internet/_baseprocess:48,internet/process:775,internet/_baseprocess:60,svc/pp:116,svc/svcnotify:26,internet/defer:238,internet/defer:307,internet/defer:323,sagent/ipts:105,sagent/ipts:39,util/error:52,util/error:32 service failed to start due to unresolved dependencies: set(['user', 'iptables_openvpn']) service failed to start due to unresolved dependencies: set(['user', 'iptables_openvpn']) service failed to start due to unresolved dependencies: set(['iptables_openvpn']) Now I've already got my provider to enabled the TUN/TAP device driver and I checked this using # cat /dev/net/tun Which returned “File descriptor in bad state” Which I believe means it's enabled. After extensive searching, I've been unable to find any solution other than people suggesting to make sure TUN/TAP device driver is enabled. Any ideas on how to solve my issue? I'm not very experience with linux and I feel in over my head here so any advice is greatly appreciated. --edit-- Just stumbled across this Not sure how I missed it earlier. I believe I need to get modprobe ipt_mark & modprobe ipt_MARK run on the hostnode by my provider. Is this correct and something I should try get done.

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  • Broad topics needed for teaching game development

    - by livingtech
    I am going to be doing a presentation on game development to an iPhone user group in the near(ish) future. My audience are iPhone developers, but not necessarily very experienced ones, and this is meant to be an introduction. My question is, what broad topics are needed to understand game development? I acknowledge that this is fairly subjective, but I really am hoping for a comprehensive list of high-level topics that apply to a broad enough swath of games that anyone interested in the topic SHOULD know about them. I would be ecstatic with some pointers to any resources that attempt to make a list such as this this. (I have looked, but my google-fu is failing me tonight.) Here's what I have so far: The Game Loop a sub-note about event driven games 2D Animation sprites/texture maps 3D Animation importance of frameworks modeling software Particles and particle effects hit detection AI Obviously I will not be covering all these topics with any depth, more like simply defining them so that after my talk, the audience will (hopefully) be able to wrap their heads around how any given game might be developed. What am I missing?

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  • What's the best structure for a repository?

    - by jpmelos
    I've looked into many open source software repositories, and I've found some common elements and somethings people do in different fashion from one another. For example, every repository has a README file, a INSTALL file, a COPYING file and stuff like that. Other things differ: Some projects, like git, have their source code in the root level, while others have the source code in a src/ folder and others, like the Linux kernel, have the source code spread in different folders in root level, that divide code by areas; Some have their tests in a t/ folder, while others in a tests/ folder, or named otherwise; Some have files about submitting patches and who the maintainers are, and those might be inside some Documentation/ or in the root level. Are there recommendations? A best practice? For example: personally, I don't like the code in the root level, git-fashion. It looks messy and confuses one trying to start as a contributor (especially because they have some code inside folders, and scripts in the root level as well, it's really messy). If I were to start a project of my own and wanted to start right from the start, are there recommendations? Best practices? How can I make a clean and clear structure? Thank you!

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  • pdating modules on VPS [closed]

    - by tertle
    Been trying to install openVPN on a VPS but come into a few problems when trying to start the openvpn server. Service deferred error: IPTablesServiceBase: failed to run iptables-restore [status=1]: ['FATAL: Could not load /lib/modules/2.6.18-028stab070.14/modules.dep: No such file or directory', 'FATAL: Could not load /lib/modules/2.6.18-028stab070.14/modules.dep: No such file or directory', 'iptables-restore: line 46 failed']: internet/base:1175,internet/base:752,internet/process:45,internet/process:306,internet/_baseprocess:48,internet/process:775,internet/_baseprocess:60,svc/pp:116,svc/svcnotify:26,internet/defer:238,internet/defer:307,internet/defer:323,sagent/ipts:105,sagent/ipts:39,util/error:52,util/error:32 service failed to start due to unresolved dependencies: set(['user', 'iptables_openvpn']) service failed to start due to unresolved dependencies: set(['user', 'iptables_openvpn']) service failed to start due to unresolved dependencies: set(['iptables_openvpn']) Anyway so after a bit of playing around and some advice, I found that the linux kernal and modules don't match on my server. uname -r returns: 2.6.18-028stab070.14 and ls /lib/modules returns: 2.6.18-028stab070.7 The server is running OpenVZ and my container uses ubuntu 9.10. So my question is, is it possible for me to update my modules on a VPS and if so how would I do this, or is this something I'll need to try get my host to do? Thanks in advance.

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