Search Results

Search found 11285 results on 452 pages for 'console games'.

Page 26/452 | < Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >

  • Console Hangs when Attempting to Deploy Software Updates

    - by JCardenas
    When in the SCCM 2012 console under Software Updates, I click Deploy on a Software Update Group and the console hangs indefinitely. It just stops; I click away and back and Windows does not recognize that the console has stopped responding. I end up having to kill the console through Task Manager. I have left the console for hours and it never becomes responsive again. I have tried removing and reinstalling the SUP, without success. Server reboots do not help, either. The issue with the console occurs both on my desktop, and directly on the site server itself. Any ideas? I've checked server logs and found nothing that would be indicative of a problem. Update: I managed to find something from the SMSAdminUI.log file: [1, PID:820][10/12/2012 08:59:26] :Disposed ResultObject was passed to update delegate, ignoring but refresh operation may not complete correctly [14, PID:820][10/12/2012 13:53:57] :System.Management.ManagementException\r\nNot found \r\n at System.Management.ManagementException.ThrowWithExtendedInfo(ManagementStatus errorCode) at System.Management.ManagementObject.Initialize(Boolean getObject) at System.Management.ManagementBaseObject.get_wbemObject() at System.Management.PropertyData.RefreshPropertyInfo() at System.Management.PropertyDataCollection.get_Item(String propertyName) at System.Management.ManagementBaseObject.GetPropertyValue(String propertyName) at System.Management.ManagementBaseObject.get_Item(String propertyName) at Microsoft.ConfigurationManagement.ManagementProvider.WqlQueryEngine.WqlConnectionManager.GetInstance(String objectPath)\r\nManagementException details: instance of __ExtendedStatus { Operation = "GetObject"; ParameterInfo = "SMS_PackageToContent.ContentID=16794374,PackageID=\"CA100065\""; ProviderName = "WinMgmt"; }; \r\n [14, PID:820][10/12/2012 13:53:57] :(SMS_PackageToContent.ContentID=16794374,PackageID='CA100065') does not exist or its IsContentValid returns false. We will (re)download this content. [14, PID:820][10/12/2012 13:54:01] :Successfully validated or downloaded update fcadb0ea-90ce-4aad-bc95-192450f05211! [14, PID:820][10/12/2012 13:54:02] :System.Management.ManagementException\r\nNot found \r\n at System.Management.ManagementException.ThrowWithExtendedInfo(ManagementStatus errorCode) at System.Management.ManagementObject.Initialize(Boolean getObject) at System.Management.ManagementBaseObject.get_wbemObject() at System.Management.PropertyData.RefreshPropertyInfo() at System.Management.PropertyDataCollection.get_Item(String propertyName) at System.Management.ManagementBaseObject.GetPropertyValue(String propertyName) at System.Management.ManagementBaseObject.get_Item(String propertyName) at Microsoft.ConfigurationManagement.ManagementProvider.WqlQueryEngine.WqlConnectionManager.GetInstance(String objectPath)\r\nManagementException details: instance of __ExtendedStatus { Operation = "GetObject"; ParameterInfo = "SMS_PackageToContent.ContentID=16787459,PackageID=\"CA100065\""; ProviderName = "WinMgmt"; }; \r\n [14, PID:820][10/12/2012 13:54:02] :(SMS_PackageToContent.ContentID=16787459,PackageID='CA100065') does not exist or its IsContentValid returns false. We will (re)download this content. [14, PID:820][10/12/2012 13:54:03] :Successfully validated or downloaded update eec264ac-fbc7-4cc4-891b-7cc6ab5bfe0e! [14, PID:820][10/12/2012 13:54:03] :System.Management.ManagementException\r\nNot found \r\n at System.Management.ManagementException.ThrowWithExtendedInfo(ManagementStatus errorCode) at System.Management.ManagementObject.Initialize(Boolean getObject) at System.Management.ManagementBaseObject.get_wbemObject() at System.Management.PropertyData.RefreshPropertyInfo() at System.Management.PropertyDataCollection.get_Item(String propertyName) at System.Management.ManagementBaseObject.GetPropertyValue(String propertyName) at System.Management.ManagementBaseObject.get_Item(String propertyName) at Microsoft.ConfigurationManagement.ManagementProvider.WqlQueryEngine.WqlConnectionManager.GetInstance(String objectPath)\r\nManagementException details: instance of __ExtendedStatus { Operation = "GetObject"; ParameterInfo = "SMS_PackageToContent.ContentID=16784547,PackageID=\"CA100065\""; ProviderName = "WinMgmt"; }; \r\n [14, PID:820][10/12/2012 13:54:03] :(SMS_PackageToContent.ContentID=16784547,PackageID='CA100065') does not exist or its IsContentValid returns false. We will (re)download this content. [14, PID:820][10/12/2012 13:54:05] :Successfully validated or downloaded update 8d780338-eec1-4d31-b1cd-6187400c02f3! [14, PID:820][10/12/2012 13:54:05] :System.Management.ManagementException\r\nNot found \r\n at System.Management.ManagementException.ThrowWithExtendedInfo(ManagementStatus errorCode) at System.Management.ManagementObject.Initialize(Boolean getObject) at System.Management.ManagementBaseObject.get_wbemObject() at System.Management.PropertyData.RefreshPropertyInfo() at System.Management.PropertyDataCollection.get_Item(String propertyName) at System.Management.ManagementBaseObject.GetPropertyValue(String propertyName) at System.Management.ManagementBaseObject.get_Item(String propertyName) at Microsoft.ConfigurationManagement.ManagementProvider.WqlQueryEngine.WqlConnectionManager.GetInstance(String objectPath)\r\nManagementException details: instance of __ExtendedStatus { Operation = "GetObject"; ParameterInfo = "SMS_PackageToContent.ContentID=16787423,PackageID=\"CA100065\""; ProviderName = "WinMgmt"; }; \r\n [14, PID:820][10/12/2012 13:54:05] :(SMS_PackageToContent.ContentID=16787423,PackageID='CA100065') does not exist or its IsContentValid returns false. We will (re)download this content.

    Read the article

  • N64oid Brings N64 Emulation to Android Devices

    - by ETC
    Craving some Ocarina of Time adventures, Super Mario 64 antics, or some Star Fox 64 flying on your Android device? N64oid brings retro emulation of Nintendo’s popular N64 console to Android devices. N64oid is an N64 console emulator for Android devices. You’ll need a copy of the $5.99 emulator, ROMs (from the usual sources, unless you’ve got a ROM ripping setup in your basement and a stack of old cartridges), and a suitably speedy Android device. Older Android devices will find the playback choppy and subpar, but newer and speedier devices like the Nexus-One and Samsung Galaxy should have no problem handling the emulator. Like all emulators N64oid is a work in progress and emulating an entire closed-system console on a totally different set of hardware is never a perfect 1:1 emulation, but if you’re a die hard fan of classic N64 titles (check out this list of top ranked titles to inspire some nostalgia) N64oid is worth the price of a burger for sure. N64oid [Android Market via Download Squad] Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Super-Charge GIMP’s Image Editing Capabilities with G’MIC [Cross-Platform] Access and Manage Your Ubuntu One Account in Chrome and Iron Mouse Over YouTube Previews YouTube Videos in Chrome Watch a Machine Get Upgraded from MS-DOS to Windows 7 [Video] Bring the Whole Ubuntu Gang Home to Your Desktop with this Mascots Wallpaper Hack Apart a Highlighter to Create UV-Reactive Flowers [Science]

    Read the article

  • protect purchased games to be downloaded on other pc

    - by JoJo
    I want to make a downloads managing system on my website, that when you purchase a download, you can always re-download it again for free. (i have read that Steam does something similar) The problem is, that someone would be able to create a account, purchase something and then give the account password to friends and family, so they can all download copies for free. Is there a way to prevent this? Or is it impossible.

    Read the article

  • Are high powered 3D game engines better at 2D games than engines made for 2D

    - by Adam
    I'm a software engineer that's new to game programming so forgive me if this is a dumb question as I don't know that much about game engines. If I was building a 2D game am I better off going with an engine like Torque that looks like it's built for 2D, or would higher powered engines like Unreal, Source and Unity work better? I'm mainly asking if 2D vs 3D is a large factor in choosing an engine. For the purpose of comparison, let's eliminate variables by saying price isn't a factor (even though it probably is). EDIT: I should probably also mention that the game we're developing has a lot of RTS and RPG elements regarding leveling up

    Read the article

  • Detecting wins in peer to peer RTS games like Starcraft

    - by user782220
    A typical RTS game is implemented with the standard networking model: peer to peer lockstep. Consider Starcraft 2, given that Battle.net presumably doesn't know anything about the state of game given that there is only communication between the two players in a peer to peer model, how does Battle.net know who was the winner in the end. Relying on the two peers to not try to cheat and report accurate results is naive.

    Read the article

  • Best Practice for Software Maintenance Console

    - by Ben-G
    I am looking for a list of must-have maintenance/administration features/components/services for enterprise applications. I know following common components: Configuration Cockpit (shows current configuration mistakes/issues) Load-Analysis (shows the current load on different system components) Vitality measures Log File Access System Restart Capability Backup/Restore Capability Are there any widely accepted services/features which are included in any software with a focus on reliablity and maintainability?

    Read the article

  • A few meta questions about making flash games

    - by idan
    A few questions for a beginner game maker without an artist. Is there a site where flash game creators can download (and use) free art? I don't need character sprites but environments like trees, clouds, platforms, etc. Is there a site where a programmer can collaborate with an artist and a composer? (Even if so, the chances are low for a beginner with no portfolio to find an artist willing to collaborate, right?) Do you have recommended sites for asking action script questions (dedicated solely to flash?) Thanks!

    Read the article

  • List of Commonly Used Value Types in XNA Games

    - by Michael B. McLaughlin
    Most XNA programmers are concerned about generating garbage. More specifically about allocating GC-managed memory (GC stands for “garbage collector” and is both the name of the class that provides access to the garbage collector and an acronym for the garbage collector (as a concept) itself). Two of the major target platforms for XNA (Windows Phone 7 and Xbox 360) use variants of the .NET Compact Framework. On both variants, the GC runs under various circumstances (Windows Phone 7 and Xbox 360). Of concern to XNA programmers is the fact that it runs automatically after a fixed amount of GC-managed memory has been allocated (currently 1MB on both systems). Many beginning XNA programmers are unaware of what constitutes GC-managed memory, though. So here’s a quick overview. In .NET, there are two different “types” of types: value types and reference types. Only reference types are managed by the garbage collector. Value types are not managed by the garbage collector and are instead managed in other ways that are implementation dependent. For purposes of XNA programming, the important point is that they are not managed by the GC and thus do not, by themselves, increment that internal 1 MB allocation counter. (n.b. Structs are value types. If you have a struct that has a reference type as a member, then that reference type, when instantiated, will still be allocated in the GC-managed memory and will thus count against the 1 MB allocation counter. Putting it in a struct doesn’t change the fact that it gets allocated on the GC heap, but the struct itself is created outside of the GC’s purview). Both value types and reference types use the keyword ‘new’ to allocate a new instance of them. Sometimes this keyword is hidden by a method which creates new instances for you, e.g. XmlReader.Create. But the important thing to determine is whether or not you are dealing with a value types or a reference type. If it’s a value type, you can use the ‘new’ keyword to allocate new instances of that type without incrementing the GC allocation counter (except as above where it’s a struct with a reference type in it that is allocated by the constructor, but there are no .NET Framework or XNA Framework value types that do this so it would have to be a struct you created or that was in some third-party library you were using for that to even become an issue). The following is a list of most all of value types you are likely to use in a generic XNA game: AudioCategory (used with XACT; not available on WP7) AvatarExpression (Xbox 360 only, but exposed on Windows to ease Xbox development) bool BoundingBox BoundingSphere byte char Color DateTime decimal double any enum (System.Enum itself is a class, but all enums are value types such that there are no GC allocations for enums) float GamePadButtons GamePadCapabilities GamePadDPad GamePadState GamePadThumbSticks GamePadTriggers GestureSample int IntPtr (rarely but occasionally used in XNA) KeyboardState long Matrix MouseState nullable structs (anytime you see, e.g. int? something, that ‘?’ denotes a nullable struct, also called a nullable type) Plane Point Quaternion Ray Rectangle RenderTargetBinding sbyte (though I’ve never seen it used since most people would just use a short) short TimeSpan TouchCollection TouchLocation TouchPanelCapabilities uint ulong ushort Vector2 Vector3 Vector4 VertexBufferBinding VertexElement VertexPositionColor VertexPositionColorTexture VertexPositionNormalTexture VertexPositionTexture Viewport So there you have it. That’s not quite a complete list, mind you. For example: There are various structs in the .NET framework you might make use of. I left out everything from the Microsoft.Xna.Framework.Graphics.PackedVector namespace, since everything in there ventures into the realm of advanced XNA programming anyway (n.b. every single instantiable thing in that namespace is a struct and thus a value type; there are also two interfaces but interfaces cannot be instantiated at all and thus don’t figure in to this discussion). There are so many enums you’re likely to use (PlayerIndex, SpriteSortMode, SpriteEffects, SurfaceFormat, etc.) that including them would’ve flooded the list and reduced its utility. So I went with “any enum” and trust that you can figure out what the enums are (and it’s rare to use ‘new’ with an enum anyway). That list also doesn’t include any of the pre-defined static instances of some of the classes (e.g. BlendState.AlphaBlend, BlendState.Opaque, etc.) which are already allocated such that using them doesn’t cause any new allocations and therefore doesn’t increase that 1 MB counter. That list also has a few misleading things. VertexElement, VertexPositionColor, and all the other vertex types are structs. But you’re only likely to ever use them as an array (for use with VertexBuffer or DynamicVertexBuffer), and all arrays are reference types (even arrays of value types such as VertexPositionColor[ ] or int[ ]). * So that’s it for now. The note below may be a bit confusing (it deals with how the GC works and how arrays are managed in .NET). If so, you can probably safely ignore it for now but feel free to ask any questions regardless. * Arrays of value types (where the value type doesn’t contain any reference type members) are much faster for the GC to examine than arrays of reference types, so there is a definite benefit to using arrays of value types where it makes sense. But creating arrays of value types does cause the GC’s allocation counter to increase. Indeed, allocating a large array of a value type is one of the quickest ways to increment the allocation counter since a .NET array is a sequential block of memory. An array of reference types is just a sequential block of references (typically 4 bytes each) while an array of value types is a sequential block of instances of that type. So for an array of Vector3s it would be 12 bytes each since each float is 4 bytes and there are 3 in a Vector3; for an array of VertexPositionNormalTexture structs it would typically be 32 bytes each since it has two Vector3s and a Vector2. (Note that there are a few additional bytes taken up in the creation of an array, typically 12 but sometimes 16 or possibly even more, which depend on the implementation details of the array type on the particular platform the code is running on).

    Read the article

  • Flashing screen during videos and games

    - by Collif
    I recently switched from Vista to Ubuntu 12.10 on my HP laptop and I've been having issues with my graphics. Everything is fine till I watch a video/play a game or (sometimes) when I visit the software centre. At that point large portions of the screen start flashing and everything gets rather slow. I'm looking for a way to remedy this. For reference I'm using Firefox and I'm unsure what my video card is because it's listed as unknown when I check my system settings.

    Read the article

  • Bash prompt doesn't print until I interact with console again

    - by durron597
    I don't even know where to begin to diagnose this one. Usually, when a command finishes, the prompt prints itself for the next command. However, that is not happening. Hard to explain with words, I'll just use an example: User@Machine:~$ cp /mnt/mountname/directory/textfile.txt . After waiting several seconds (far too long for this operation on a small file) I press Enter, and see: User@Machine:~$ cp /mnt/mountname/directory/textfile.txt . User@Machine:~$ User@Machine:~$ So clearly the operation had finished, but the prompt didn't display... until I pressed enter, and then BOTH prompts instantly displayed. This error does not happen with commands like cd.

    Read the article

  • Coding different states in Adventure Games

    - by Cardin
    I'm planning out an adventure game, and can't figure out what's the right way to implement the behaviour of a level depending on state of story progression. My single-player game features a huge world where the player has to interact with people in a town at various points in the game. However, depending on story progression, different things would be presented to the player, for e.g. the Guild Leader will change locations from the town square to various locations around the city; Doors would only unlock at certain times of the day after finishing a particular routine; Different cut-screen/trigger events happen only after a particular milestone has been reached. I naively thought of using a switch{} statement initially to decide what the NPC should say or which he could be found at, and making quest objectives interact-able only after checking a global game_state variable's condition. But I realised I would quickly run into a lot of different game states and switch-cases in order to change the behaviour of an object. That switch statement would also be massively hard to debug, and I guess it might also be hard to use in a level editor. So I thought, instead of having a single object with multiple states, maybe I should have multiple instances of the same object, with a single state. That way, if I use something like a level editor, I can put an instance of the NPC at all the different locations he could ever appear at, and also an instance for each conversation state he has. But that means there'll be a lot of inactive, invisible game objects floating around the level, which might be trouble for memory, or simply hard to see in a level editor, i don't know. Or simply, make an identical, but separate level for each game state. This feels the cleanest and bug-free way to do things, but it feels like massive manual work making sure each version of the level is really identical to each other. All my methods feel so inefficient, so to recap my question, is there a better or standardised way to implement behaviour of a level depending on state of story progression? PS: I don't have a level editor yet - thinking of using something like JME SDK or making my own.

    Read the article

  • Stats on Screen Size for Flash Games

    - by ashes999
    I'm working on a Flash game after many, many years. I'm trying to figure out size to make my application run (eg. 600x800). Because it's a tall (not wide) game, I'm confused. I know about (and love) the Steam hardware stats. However, for Flash gaming, I have two nit-picks with their survey sample: 1) Caters to more hardcore gamers with better hardware (overall) 2) Captures only a subset of Flash gamers. Doesn't capture people who play at school, work, etc. or not netbooks and lighter machines. Are there any sort of statistics I can use to determine which size to use? Ideally, I would like to know something like: 800x600 will fit 94% of users screens 1024x768 will fit 74% of users screens 1200x960 will fit 53% of users screens etc.

    Read the article

  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

    Read the article

  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

    Read the article

  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

    Read the article

  • Need game development sandbox like Etoys to do 2D games prototyping

    - by Dimitry Tato
    I am new to game development, and currently working on development a mobile 2D game (for android). As the part of the development process, I need to build a prototype and playtest it, to see if the game mechanics and user interaction is ok For example: if I have a starship shooting at ememies, I need to see what's the best size for my starship. what trajectories should the enemy ships fly and what velocity. Should the enemy ships be coming only from left to right, or also from top Should the enemy ships form a 'flock' or just fly by themselves what's the best 'powerup' pickup mechanics: to shoot it, or to pick it with the ship etc Implementing these details directly in Java (Android) is time consuming and as many of the 'hypotheses' will be rejected, I also don't want to invest a lot of time to code thigs, majority of which gonna be rejected. I found 'tool' Etoys http://www.youtube.com/watch?v=34cWCnLC5nM&feature=related and official website http://www.squeakland.org/ which helps to build 'prototype' quickly, but Etoys is meant for children learning programming and is too basic. SO MY QUESTION IS: Is there any prototyping tool, as simple as Etoys and with better prototype quality?

    Read the article

  • Performance tracking/monitoring in games

    - by vitaliy kotik
    Let's say I have an online game with a downloadable client / browser plugin. I want to track performance of my software and automatically send summary to the server. Let it be fps, latency, load time, physics step calc. time, whatever... I also want tools to perform data analysis: per session stats, per hardware stats, avgs, totals, diagrams, etc. So that I could see what are the real world hotspots / bottlenecks. Is there any common out-of-the-box / SaS solution?

    Read the article

  • Multiple vulnerabilities in Oracle Java Web Console

    - by RitwikGhoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2007-5333 Information Exposure vulnerability 5.0 Apache Tomcat Solaris 10 SPARC: 147673-04 X86: 147674-04 CVE-2007-5342 Permissions, Privileges, and Access Controls vulnerability 6.4 CVE-2007-6286 Request handling vulnerability 4.3 CVE-2008-0002 Information disclosure vulnerability 5.8 CVE-2008-1232 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 CVE-2008-1947 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 CVE-2008-2370 Improper Limitation of a Pathname to a Restricted Directory ('Path Traversal') vulnerability 5.0 CVE-2008-2938 Improper Limitation of a Pathname to a Restricted Directory ('Path Traversal') vulnerability 4.3 CVE-2008-5515 Improper Limitation of a Pathname to a Restricted Directory ('Path Traversal') vulnerability 5.0 CVE-2009-0033 Improper Input Validation vulnerability 5.0 CVE-2009-0580 Information Exposure vulnerability 4.3 CVE-2009-0781 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 CVE-2009-0783 Information Exposure vulnerability 4.6 CVE-2009-2693 Improper Limitation of a Pathname to a Restricted Directory ('Path Traversal') vulnerability 5.8 CVE-2009-2901 Permissions, Privileges, and Access Controls vulnerability 4.3 CVE-2009-2902 Improper Limitation of a Pathname to a Restricted Directory ('Path Traversal') vulnerability 4.3 CVE-2009-3548 Credentials Management vulnerability 7.5 CVE-2010-1157 Information Exposure vulnerability 2.6 CVE-2010-2227 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 6.4 CVE-2010-3718 Directory traversal vulnerability 1.2 CVE-2010-4172 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 CVE-2010-4312 Configuration vulnerability 6.4 CVE-2011-0013 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 CVE-2011-0534 Resource Management Errors vulnerability 5.0 CVE-2011-1184 Permissions, Privileges, and Access Controls vulnerability 5.0 CVE-2011-2204 Information Exposure vulnerability 1.9 CVE-2011-2526 Improper Input Validation vulnerability 4.4 CVE-2011-3190 Permissions, Privileges, and Access Controls vulnerability 7.5 CVE-2011-4858 Resource Management Errors vulnerability 5.0 CVE-2011-5062 Permissions, Privileges, and Access Controls vulnerability 5.0 CVE-2011-5063 Improper Authentication vulnerability 4.3 CVE-2011-5064 Cryptographic Issues vulnerability 4.3 CVE-2012-0022 Numeric Errors vulnerability 5.0 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

    Read the article

  • Multiple vulnerabilities in Oracle Java Web Console

    - by RitwikGhoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2011-0534 Resource Management Errors vulnerability 5.0 Apache Tomcat Solaris 10 SPARC: 147673-04 X86: 147674-04 CVE-2011-1184 Permissions, Privileges, and Access Controls vulnerability 5.0 CVE-2011-2204 Information Exposure vulnerability 1.9 CVE-2011-2526 Improper Input Validation vulnerability 4.4 CVE-2011-2729 Permissions, Privileges, and Access Controls vulnerability 5.0 CVE-2011-3190 Permissions, Privileges, and Access Controls vulnerability 7.5 CVE-2011-3375 Information Exposure vulnerability 5.0 CVE-2011-4858 Resource Management Errors vulnerability 5.0 CVE-2011-5062 Permissions, Privileges, and Access Controls vulnerability 5.0 CVE-2011-5063 Improper Authentication vulnerability 4.3 CVE-2011-5064 Cryptographic Issues vulnerability 4.3 CVE-2012-0022 Numeric Errors vulnerability 5.0 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

    Read the article

  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

    Read the article

  • How should I do 3D games through Java on a mac?

    - by Steven Rogers
    I have been self-teaching myself Java on the mac mostly because the language is cross-platform. Recently, I have been only able to develop 2D games using the Graphics2D class. Now, I want to learn how to make 3D games in Java. I used to model and animate stuff in 3D, so my knowledge of 3-Dimensional stuff is okay. I have spent the last 3 hours using google to look up ways of making 3D games in java. Apparently the best one to use is OpenGL, so i looked up a tutorial on it and i cannot find a tutorial that shows how to (if there is a way) install JOGL on the Mac platform. Should i continue to use Java? How can i make 3D games using Java? What is the best way to make 3D games on a mac?

    Read the article

  • Multiplayer mobile games and coping with high latency

    - by liortal
    I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/consoles). I'd like to know if there are ways to overcome this or minimize the issues of high latency? The model i'll be using is peer-to-peer (using Photon cloud to broadcast messages to all other players). How do i deal with a scenario where a message about a local object's state at time t will only get to other players at *t + HUGE_LAG* ?

    Read the article

  • Embed Unity3D and load multiple games from a single app

    - by Rafael Steil
    Is is possible to export an entire unity3d project/game as an AssetBundle and load it on iOS/Android/Windows on an app that doesn't know anything about such game beforehand? What I have in mind is something like the web plugin does - it loads a series of .unity3d files over http, and render inline in the browser window. Is it even possible to do something closer for iOS/Android? I have read a lot of docs so far, but still can't be sure: http://floored.com/blog/2013/integrating-unity3d-within-ios-native-application.html http://docs.unity3d.com/Manual/LoadingResourcesatRuntime.html http://docs.unity3d.com/Manual/AssetBundlesIntro.html The code from the post at http://forum.unity3d.com/threads/112703-Override-Unity-Data-folder-path?p=749108&viewfull=1#post749108 works for Android, but how about iOS and other platforms?

    Read the article

  • Understanding how to create/use textures for games when limited by power of two sizes

    - by Matthias Reisner
    I have some questions about the creating graphics for a game. As an example. I want to create a motorbike. (1pixel = 1centimeter) So my motorbike will have 200 width and 150 height. (200x150) But the libgdx only allows to load sizes with the power of 2?! (2,4,8,16,...) First I thought about that way. I will create my bike with the size (200x150) and save it as png. Than I will open it again (e.g. with gimp) resize the image to a size which uses values with power of 2 (128x128). I will load that as texture in the programm and set width as 200 and height as 150. But wouldn't it be a problem? Because I will lose some pixel information when I make the first conversation.?! Isn't it?

    Read the article

< Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >