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  • BUILD 2013 Session&ndash;Alive With Activity

    - by Tim Murphy
    Originally posted on: http://geekswithblogs.net/tmurphy/archive/2013/06/27/build-2013-sessionndashalive-with-activity.aspx Live tiles are what really add a ton of value to both Windows 8 and Windows Phone.  As a developer it is important that you leverage this capability in order to make your apps more informative and give your users a reason to keep opening the app to find out details hinted at by tile updates. In this session Kraig Brockschmidt cover a wide array of dos and don’ts for implementing live tiles.  I was actually worried whether I would get much out of this session when Kraig started it off with the fact that his background is in HTML5 based apps which I have little interest in, but the subject almost didn’t come up during his talk.  It focused on things like making sure you have all the right size graphics and implementing all of the tile event handlers.  The session went on to discuss the message format for push notification and implementing lock screen notification and badges. As with the other day 1 sessions it was like drinking from a fire hose, but it was good stuff.  Check it out when they post it on Channel 9. del.icio.us Tags: BUILD 2013,Live Tiles,Windows 8.1

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  • Single-developer GIT workflow (moving from straightforward FTP)

    - by melat0nin
    I'm trying to decide whether moving to VCS is sensible for me. I am a single web developer in a small organisation (5 people). I'm thinking of VCS (Git) for these reasons: version control, offsite backup, centralised code repository (can access from home). At the moment I work on a live server generally. I FTP in, make my edits and save them, then reupload and refresh. The edits are usually to theme/plugin files for CMSes (e.g. concrete5 or Wordpress). This works well but provides no backup and no version control. I'm wondering how best to integrate VCS into this procedure. I would envisage setting up a Git server on the company's web server, but I'm not clear how to push changes out to client accounts (usually VPSes on the same server) - at the moment I simply log into SFTP with their details and make the changes directly. I'm also not sure what would sensibly represent a repository - would each client's website get their own one? Any insights or experience would be really helpful. I don't think I need the full power of Git by any means, but basic version control and de facto cloud access would be really useful.

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  • Weird UIView transforms in Retina iPhone

    - by ggambett
    I'm having a problem I don't understand. I'm developing an OpenGL app for iOS. Because at some points I want to force the orientation of the view programatically, and Apple for whatever reason doesn't make it easy (or even possible), I'm doing it by hand. I return always NO in shouldAutoRotateToInterfaceOrientation, and when I want to change the orientation (to portrait, for example), I do something like this in the UIView: [self setTransform:CGAffineTransformMake(1, 0, 0, 1, 0, 0)]; [self setBounds:CGRectMake(0, 0, 768, 1024)]; This works fine. In order to support Retina devices, I started checking [UIScreen mainScreen].scale, and setting self.contentScaleFactor accordingly. I also modified the code above to account for the new dimensions, like this: [self setTransform:CGAffineTransformMake(1, 0, 0, 1, 0, 0)]; [self setBounds:CGRectMake(0, 0, 2*768, 2*1024)]; Same rotation, different size. The weird result with this is that I get a "screen" with the right size, but offsetted half a screen to the bottom and the left. To correct for this, I need to do the following: [self setTransform:CGAffineTransformMake(1, 0, 0, 1, 0, 0)]; [self setBounds:CGRectMake(-768, -1024, 2*768 - 768, 2*1024 - 1024)]; This works, but it's ugly, I also need to make similar corrections when I get touch coordinates, and worst of all, I don't understand what's going on or why the above "correction" works. Can anyone shed some light on this issue?

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  • Scene transitions

    - by Mars
    It's my first time working with actual scenes/states, aka DrawableGameComponents, which work separate from one another. I'm now wondering what's the best way to make transitions between them, and how to affect them from other scenes. Lets say I wanted to "push" one screen to the right, with another one coming in at the same time. Naturally I'd have to keep drawing both, until the transition is complete. And I'd have to adjust the coordinates I'm drawing at while doing it. Is there a way around specifically handling this special case in every single scene? Or of I wanted to fade one into the other. Basically the question stays the same, how would you do that without having to handle it in every single scene? While writing this I'm realizing it will be the same thing for all kinds of transitions. Maybe a central Draw method in the manager could be a solution, where parameters and effects are applied when necessary. But this wouldn't work if objects that are drawn have their own method, and aren't drawn within the scene, or if an effect has to be applied to the whole scene. That means, maybe scenes have to be drawn to their own rendertarget? That way one call to the base class after the normal drawing could be enough, to apply the effects, while drawing it to the main render target. But I once heard there are problems when switching from target to target, back and forth. So is that even a viable option? As you can see, I have some basic ideas how it might work... but nothing specific. I'd like to learn what's the common way to achieve such things, a general way to apply all kinds of transitions.

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  • Multilingual sites and Google search results, do subfolders really work?

    - by AWinter
    About three months ago we added an English version of our, previously Japanese only, site http://www.clubberia.com under the subfolder http://www.clubberia.com/en/ we've tried to follow the sometimes incomplete best practices laid out by Google by adding alternate tags to all pages that are currently translated. The top page for instance has the following meta tags for language. <link rel="canonical" href="/"> <link rel="alternate" hreflang="ja" href="/"> <link rel="alternate" hreflang="en" href="/en/"> While the English main page under /en/ has <link rel="canonical" href="/en/"> <link rel="alternate" hreflang="ja" href="/"> <link rel="alternate" hreflang="en" href="/en/"> We also have these alternate languages setup in the sitemap. (as per Google's recommendations) http://www.clubberia.com/sitemap.xml It seems however that Google absolutely refuses to show the English top page in results when the user is using English at google.com if you search for "clubberia" you'll, as of this post, get the Japanese description and a title that Google has apparently invented instead of the title and description in the meta-tags for the /en/ index page. Does anyone have any experience with subfolders actually working to affect search results? Am I being too impatient, or possibly doing something incorrect? Should we just give up on subfolders and push to subdomains (not the prettiest option)?

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  • Quoted on MVA Voices

    A couple of weeks ago, I received an email from the Dean of Microsoft Virtual Academy (MVA) asking for permission to quote a statement I made during a jump start. Following is an excerpt from that request: "Dear Jochen, I would like to thank you for providing insight as to how the Advanced HTML5 Jump Start helped you improve your skills.  I mentioned this to the leadership team at MVA, and they were pleased to hear this so much that they would like your permission to use a quote from your email to me on the MVA website." Of course! I really enjoy those free MVA jump starts - live and later the recordings. Actually, I prefer the live ones because you really have a chance to communicate with the MVA studio team and the experts in the chat. Luckily, the live stream is provided in two quality levels and with the remote situation of Mauritius, I always have to switch to 'Standard Quality' to avoid too much buffering and to enjoy a smooth experience. Later on, the recordings are great for rehearsal and repetition of the material. You can download and watch them offline while commuting, or what I'm going to do in the future - to use them as material for a study group within the Mauritius Software Craftsmanship Community (MSCC). For sure, this is going to be a lot of fun, and I'm looking forward to work with other Windows-oriented software craftsmen in order to 'push' them towards Microsoft certifications. By chance, I discovered today that my quote has been published in the MVA Voices section: Click to enlarge: Screenshot of Microsoft Virtual Academy web site taken on 04.07.2013 Thank you very much, MVA - this made my day and I'm very happy to be quoted.

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  • Installing ubuntu 12.04 on macbook pro9,2

    - by stariz77
    I seem to have tried all the various suggested methods for installing ubuntu on a mbp, but can't seem to get anything that works and was wondering if anyone has run into any new problems with the latest non-retina models? I have a core i7 in my macbook, and model identifier is MacBookPro9,2. I have partitioned my HD using disk utility and have 700gig free space ready for the install (I haven't removed OSX Lion, it is still there in a 50gig partition). Problem: I am just getting a blank screen with a blinking cursor (unresponsive) in the top left whenever I boot from the disk. I left it for 20 minutes and nothing ever happened. This was without any boot manager, just holding "c" on startup. Attempted remedies: I have downloaded the 64 ubuntu iso from their site 3 times now and burned 4 separate discs to rule out some kind of corruption or burn error. I burned one in OSX Lion 10.7.4 and 3 on my windows 7 pc. I tried holding "alt" instead and then navigating to the windows disc to boot. Same thing happens, blank blinking unresponsive cursor. I also tried going to the EFI disc which actually brings up a menu (after saying "error prefix is not set") asking if I want to install ubuntu, test for errors or partition. All three options lead me to an unresponsive blank screen (some without cursors). I downloaded and installed rEFIt and if I hold "alt" on startup a linux penguin (Boot Linux from CD) appears in my boot options, along with the apple boot, and two others that I'm not sure of: "Boot EFI\boto\bootx64.efi from" and "Boot Legacy OS from". The "Boot Linux from CD" just takes me to the blank blinking cursor screen; again, I left if for 10+ minutes and nothing. I heard that the detection of the graphics card might be a problem and that I need change to nomodeset, but I have tried pressing F6 in all of the boot menus listed above and no options appear. Does anyone have any other suggested routes or can you see what I might have done wrong?

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  • Should a software developer get a yearly equipment budget?

    - by CrazyDart
    I am looking at a new position with a new company. I have talked to some people in the past (in general, not at this company) that they had been given a yearly budget to buy new computer stuff to keep up to date. Now why I feel this question is worth asking here is that Joel comes right out and says an employer should pay for the best equipment money can buy... within reason of course. From The Joel Test: 12 Steps to Better Code 9. Do you use the best tools money can buy? Writing code in a compiled language is one of the last things that still can't be done instantly on a garden variety home computer... Top notch development teams don't torture their programmers. Even minor frustrations caused by using underpowered tools add up, making programmers grumpy and unhappy. And a grumpy programmer is an unproductive programmer... Does anyone know if the industry has such a standard to offer an allowance or budget? I have never worked for a company like this, but I am thinking I should toss this in the ring for negotiations. Seems reasonable. How do bigger companies like MS, Google, and Apple handle this? If you say yes, give a range... I have been told numbers from $5k to $10k. Seems high to me, but hey I would gladly take it.

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  • 'Buy the app' landing page implementations

    - by benwad
    My site (using Django) has an app that I'm trying to push - I currently have a piece of middleware that redirects the user to a page advertising the app if they're accessing the page on the iPhone, then setting a cookie so that the user isn't bugged by the message every time they visit the site. This works fine, however checking the page with the mobile Googlebot checker shows that the Googlebot gets stuck in the redirect (since it doesn't store cookies) and therefore won't index the proper content. So, I'm trying to think of an alternative implementation that won't hurt the site's Google ranking and won't have any other adverse effects. I've considered a couple of options: Redirect (the current solution), but don't redirect if the user agent matches the Googlebot's UA string. This would be ideal, however I'm not sure if Google like their bot being treated differently from other users, and I'm afraid the site's ranking may be somehow penalised if I go ahead with this. Use a Javascript popup instead of a redirect. This would make sure the Googlebot finds the content it needs, however I envision this approach causing compatibility issues with the myriad mobile devices/browsers out there, and may affect the page load time. How valid are these options? And is there a better option for implementing this feature out there? I've tried researching this topic but surprisingly can't find any reputable-looking blog posts that explore this topic. EDIT: I posted this on SF because it seemed unsuitable for SO, but if there's another site that would be better for this issue then I'd be happy to move the question elsewhere.

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  • Cheap ways to do scaling ops in shader?

    - by Nick Wiggill
    I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about how to reduce the amount of data uploaded to the GPU. For my terrain, which uses discrete / grid-based vertex positions in x and z, it's pretty clear that I can replace my vec3s (floats, really) with shorts, halving the per-vertex position attribute cost from 12 bytes each to 6 bytes. Considering I've got little enough other vertex data, and an enormous amount of terrain data to push into the world, it's a major gain. Currently in my code, one unit in GLSL shaders is equal to 1m in the world. I like that scale. If I move over to using shorts, though, I won't be able to use the same scale, as I would then have a very blocky world where every step in height is an entire metre. So I see these potential solutions to scale the positional data correctly once it arrives at the vertex shader stage: Use 10:1 scaling, i.e. 1 short unit = 1 decimetre in CPU-side code. Do a division by 10 in the vertex shader to scale incoming decimetre values back to metres. Arbirary (non-PoT) divisions tend to be slow, however. Use (some-power-of-two):1 scaling (eg. 8:1), which enables the use of a bitshift (eg. val >> 3) to do the division... not sure how performant this is in shaders, though. Not as intuitive to read values, but possibly quite a bit faster than div by a non-PoT value. Use a texture as lookup table. I've heard that this is really fast. Or whatever solutions others can offer to achieve the same results -- minimal vertex data with sensible scaling.

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  • Quadcopters Play Catch [Video]

    - by Jason Fitzpatrick
    Working like a group of hive-minded bees, these quadcopters come off as almost playful with their ball throwing antics. Courtesy of the folks at the Swiss Federal Institute of Technology in Zurich’s Institute for Dynamic Systems and Control, we’re treated to a video of three quadcopters playing catch in the research facility’s Flying Machine Area. They explain the processes demonstrated in the video: This video shows three quadrocopters cooperatively tossing and catching a ball with the aid of an elastic net. To toss the ball, the quadrocopters accelerate rapidly outward to stretch the net tight between them and launch the ball up. Notice in the video that the quadrocopters are then pulled forcefully inward by the tension in the elastic net, and must rapidly stabilize in order to avoid a collision. Once recovered, the quadrotors cooperatively position the net below the ball in order to catch it. Because they are coupled to each other by the net, the quadrocopters experience complex forces that push the vehicles to the limits of their dynamic capabilities. To exploit the full potential of the vehicles under these circumstances requires several novel algorithms, including: HTG Explains: How Antivirus Software Works HTG Explains: Why Deleted Files Can Be Recovered and How You Can Prevent It HTG Explains: What Are the Sys Rq, Scroll Lock, and Pause/Break Keys on My Keyboard?

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

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

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  • Can anyone point me to some open source directX rendering engines or frameworks? [on hold]

    - by Jim
    I'm completely new to graphics API programmming, but not at all new to the theory and principle operation of game engines and rendering engines. That being said, I want to do some experiments of rendering very dense geometry scenes in a basic rendering engine or game engine. I don't need a lot of bells and whistles. What I need is enough control that I can implement my own scene graph algorithms and control the rendering pipeline very specifically. My ideal candidate engine would be either a rendering engine or game engine with a modular design that might be ready to go out of the box but would be simple enough in case I need to rip out some of the guts in the rendering management and implement my own. It's a tough call because I'm right at the level where it's almost better to go from scratch, but there's no sense in having to build every single basic thing such as heirarchical transforms, etc. I just want to work with rendering optimization to push dense geometry for maximum FPS. Does anyone have a suggestion for an engine or basic framework to use? I requested DirectX in my title because I figured it would likely be better supported and less likely for me to run into some obscure less-documented problem. But OpenGL might be acceptable if the recommended framework was definitely better than my other options. EDIT: I should add that I really want GPU tessellation support (part of adding to the density of geometry detail).

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  • Choosing the correct network protocol for my type of game (its Wc3 Warlock style)

    - by Moritz
    I need to code a little game for a school project. The type of the game is like the Warcraft 3 map "Warlock", if anyone doesnt know it, here is a short description: up to ten players spawn into an arena filled with lava, the goal of each player is to push the other players into the lava with spells (basically variations of missiles, aoe nukes, moba spells etc) http://www.youtube.com/watch?v=c3PoO-gcJik&feature=related we need to provide multiplayer-support over the internet, for that reason I am looking for the best network protocol for this type of game (udp, tcp, lock step, client-server...) what the requirements are: - same/stable simulation on all clients - up to ten players - up to ~100 missiles on the field - very low latency since its reaction based (i dont know the method wc3 used, but it was playable with the old servers) what would be nice (if even possible, since the traffic might be too big): - support for soft bodies over the network (with bullet physics), but this is no real requirement I read several articles about the lock step method used for RTS games, this seems to be great, but does it fit for real-time action games too (ping-related)? If anyone has run into the same problems/questions like me, I would be very happy about any help

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  • Community TFS Build Manager available for Visual Studio 2012 RC

    - by Jakob Ehn
    I finally got around to push out a version of the Community TFS Build Manager that is compatible with Visual Studio 2012 RC. Unfortunately I had to do this as a separate extension, it references different versions of the TFS assemblies and also some properties and methods that the 2010 version uses are now obsolete in the TFS 2012 API. To download it, just open the Extension Manager, select Online and search for TFS Build:   You can also download it from this link: http://visualstudiogallery.msdn.microsoft.com/cfdb84b4-285e-4eeb-9fa9-dad9bfe2cd10 The functionality is identical to the 2010 version, the only difference is that you can’t start it from the Team Explorer Builds node (since the TE has been completely rewritten and the extension API’s are not yet published). So, to start it you must use the Tools menu: We will continue shipping updates to both versions in the future, as long as it functionality that is compatible with both TFS 2010 and TFS 2012. You might also note that the color scheme used for the build manager doesn’t look as good with the VS2012 theme….   Hope you will enjoy the tool in Visual Studio 2012 as well. I want to thank all the people who have downloaded and used the 2010 version! For feedback, feature requests, bug reports please post this to the CodePlex site: http://tfsbuildextensions.codeplex.com

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  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

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  • Oracle Secure Global Desktop (SGD) 5.1

    - by wcoekaer
    Last week, we released the latest update of Oracle Secure Global Desktop. Release 5.1 introduces a number of bug fixes and smaller changes but the most interesting one is definitely increased support for html5-based client access. In SGD 5.0 we added support for Apple iPads using Safari to connect to SGD and display your session right inside the browser. The traditional model for SGD is that you connect using a webbrowser to the webtop and applications that are displayed locally using a local client (tta). This client gets installed the first time you connect. So in the traditional model (which works very well...) you need a webbrowser, java and the tta client. With the addition of html5 support, there's no longer a need to install a local client, in fact, there is also no longer a need to have java installed. We currently support Chrome as a browser to enable html5 clients. This allows us to enable html5 on the android devices and also on desktops running Chrome (Windows, MacOS X, Linux). Connections will work transparently across proxy servers as well. So now you can run any SGD published app or desktop right from your webbrowser inside a browser window. This is very convenient and cool.

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  • Google Analytics Not tracking data correctly IP-address issue?

    - by PaperThick
    I have developed a small site for a client and the site has been placed inside a <iframe> at the clients site. The GA-script I'm using looks like this: <script type="text/javascript"> var _gaq = _gaq || []; _gaq.push( ['_setAccount', 'UA-XXXXXXXX-2'], //My company's GA-account ['_trackPageview'], ['b._setAccount', 'UA-XXXXXXXX-1'], // Test GA-account ['b._trackPageview'], ['th._setAccount', 'UA-XXXXXXX-3'], ['th._setDomainName', '.clientdomain.se'], // Client GA-account ['th._trackPageview'] ); (function () { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s); })(); </script> </head> As you can see I report the GA pageviews to the client as well. The GA script is tracking visitors and pageviews at both ends. But the problem is that on my clients side the visitor-count is more than double what they are on my end (20 000 vs 5 000). At first I thought that it was being duplicated at some point but when I checked my Crazy-Egg account I saw that it had tracked over 10 000 visits and then stopped tracking because that was my limit on the account. The page my site is on is on a IP-address (http://XXX.XXX.XX.X/campaign/) and not on a "valid url". Could that be an issue why some of the visitors isn't beeing tracked? Thanks in advance

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  • How do I find actors in an area on a poly-precise basis?

    - by Almo
    Ok, I've been asking various questions and getting some good answers, but I think I need to rethink my method, so I'll describe the problem. I have a player who has a big blue box in front of him. This box shows which KActors will be pushed when he pulls the trigger: Currently, the blue box spawns a descendant of Actor which checks collision to see which KActors are touching it: foreach Owner.TouchingActors(class'DynamicSMActor', DynamicActorItt) { // do stuff } The problem is, if you check for touching between Actors and KActors, it looks like it does a plain axis-aligned bounding-box collision. The power will push the box on the lower right, when it's clear it's not touching the blue box. How should I do this properly? I just need a way to find out which KActors are touching that area, on a poly-by-poly level. These collisions are only done with rectangular boxes and simple sphere collision; we are aware of the potential for performance issues with complex objects and poly-collision. I've tried making the collision checker a KActor, but it doesn't report any TouchingActors. This issue is causing us trouble in a lot of other places as well. So solving this problem is a core issue in our game.

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  • Git Branch Model for iOS projects with one developer

    - by glenwayguy
    I'm using git for an iOS project, and so far have the following branch model: feature_brach(usually multiple) -> development -> testing -> master Feature-branches are short-lived, just used to add a feature or bug, then merged back in to development and deleted. Development is fairly stable, but not ready for production. Testing is when we have a stable version with enough features for a new update, and we ship to beta testers. Once testing is finished, it can be moved back into development or advanced into master. The problem, however, lies in the fact that we can't instantly deploy. On iOS, it can be several weeks between the time a build is released and when it actually hits users. I always want to have a version of the code that is currently on the market in my repo, but I also have to have a place to keep the current stable code to be sent for release. So: where should I keep stable code where should I keep the code currently on the market and where should I keep the code that is in review with Apple, and will be (hopefully) put on the market soon? Also, this is a one developer team, so collaboration is not totally necessary, but preferred because there may be more members in the future.

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  • Enemy collision detection with movie clips

    - by user18080
    I have created multiple movieclips with animations within them. It is an obstacle avoidance game and I cannot seem to be able to get my enemies to contact my playableCharacter. The enemies I have created are each embedded on certain levels of my game. I have created an array, enemiesArray to have each of my enemies placed within it. Here is the code for that: //step 1: make sure array exists if(enemiesArray!=null && enemiesArray.length!=0) { //step 2: check all enemies against villain for(var i:int = 0;i < enemiesArray.length; i++) { //step 3: check for collision if(villain.hitTestObject(enemiesArray[i])) { //step 4: do stuff trace("HIT!"); removeChild(enemiesArray[i]); enemiesArray.splice(i,1); removeChild(villain); villain = null; } } } What I am unsure of is whether or not my enemiesArray is actually holding the movieclips I have suggested. If it was, this code would be tracing back a "HIT" for every time I ran into an enemy and would kill my character. It is not doing that however. I am thinking I have to push my movieclips into my array but I don't know how to do that or where for that matter. Any and all help would be much appreciated.

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  • Standard/Compliance for web programming?

    - by MarkusK
    I am working with developers right now that write code the way they want and when i tell them to do it other way they respond that its just matter of preference how to do it and they have their way and i have mine. I am not talking about the formatting of code, but rather of way site is organized in classes and the way the utilize them. and the way they create functions and process forms etc. Their coding does not match my standards, but again they argue that its matter of preference and as long as goal achieved the can be different way's to do it. I agree but their way is proven to have bugs and we spend a lot of time going back and forth with them to fix all problems security or functionality, yet they still write same code no matter how many times i asked them to stop doing certain things. Now i am ready to dismiss them but friend of mine told me that he has same exact problem with freelance developers he work with. So i don't want to trade one bad apple for another. Question is is there some world wide (or at least europe and usa) accepted standard or compliance on how write secure web based applications. What application architecture should be for maintainable application. Is there are some general standard that can be used for any language ruby php or java govern security and functionality and quality of code? Or at least for PHP and MySQL i use for my website. So i can make them follow this strict standard and stop making excuses.

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  • Agressive Auto-Updating?

    - by MattiasK
    What do you guys think is best practice regarding auto-updating? Google Chrome for instance seems to auto-update itself as soon as it get's a chance without asking and I'm fine with it. I think most "normal" users benefits from updates being a transparent process. Then again, some more technical users might be miffed if you update their app without permission, as I see it there's 3 options: 1) Have a checkbox when installing that says "allow automatic updates" 2) Just have a preference somewhere that allows you to "disable automatic updates" so that you have to "check for updates manually" I'm leaning towards 2) because 1) feels like it might alienate non-technical users and I'd rather avoid installation queries if possible. Also I'm thinking about making it easy to downgrade if an upgrade (heaven forbid) causes trouble, what are your thoughts? Another question, even if auto-updates are automatically, perhaps they should be announced. If there's new features for example otherwise you might not realize and use them One thing that kinda scares me though is the security implications, someone could theorically hack my server and push out spyware/zombieware to all my customers. It seems that using digital signatures to prevent man-in-the-middle attacks is the least you could do otherwise you might be hooked up to a network that spoofs the address of of update server.

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  • Release Notes for 3/2/2012

    Here are the notes for today’s release: Added a progress indicator when saving issues. Added support for viewing CodePlex RSS feeds in Chrome. Deployed several bug fixes: Fixed an issue where the back button on Internet Explorer was not working as intended when browsing code. Fixed an issue where long commit comments would push the source control info box outside of the boundaries of the page. Fixed an issue where Internet Explorer users were not able to widen the frame of the source code browser until a file was selected. Fixed an issue where opening a source code file directly from a URL in Internet Explorer would cause the source code tree to be collapsed. Fixed an issue where adding a code snippet with long lines of text to a discussion thread using Internet Explorer would needlessly display a vertical scrollbar, limiting the amount of code visible. Fixed an issue where tabbing through some links would render them invisible. We deprecated support for embedding PreEmptive analytics statistics on the project statistics page. If you’re interested in collecting and reporting your own statistics, PreEmptive’s RunTime Intelligence Endpoint Starter Kit offers a good starting point for capturing data. Have ideas on how to improve CodePlex? Visit our ideas page! Vote for your favorite ideas or submit a new one. Got Twitter? Follow us and keep apprised of the latest releases and service status at @codeplex.

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  • Aggressive Auto-Updating?

    - by MattiasK
    What do you guys think is best practice regarding auto-updating? Google Chrome for instance seems to auto-update itself as soon as it get's a chance without asking and I'm fine with it. I think most "normal" users benefits from updates being a transparent process. Then again, some more technical users might be miffed if you update their app without permission, as I see it there's 3 options: 1) Have a checkbox when installing that says "allow automatic updates" 2) Just have a preference somewhere that allows you to "disable automatic updates" so that you have to "check for updates manually" I'm leaning towards 2) because 1) feels like it might alienate non-technical users and I'd rather avoid installation queries if possible. Also I'm thinking about making it easy to downgrade if an upgrade (heaven forbid) causes trouble, what are your thoughts? Another question, even if auto-updates are automatically, perhaps they should be announced. If there's new features for example otherwise you might not realize and use them One thing that kinda scares me though is the security implications, someone could theorically hack my server and push out spyware/zombieware to all my customers. It seems that using digital signatures to prevent man-in-the-middle attacks is the least you could do otherwise you might be hooked up to a network that spoofs the address of of update server.

    Read the article

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