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  • Search ranking for important keywords has gone down drastically [duplicate]

    - by Vaivhav
    This question already has an answer here: How to diagnose a search engine ranking drop? 5 answers Firstly, we are a small entrepreneurial team of 3 persons and I am more like an amateur webmaster of the company's website as we cannot really afford a technical guy/department right now. A few weeks earlier, our website traffic and rankings for most keywords decreased overnight. I did a lot of reading henceforth and learned about Penguin 2.1 which people said is the reason for the drop. Something like this had never happened before. Now, I have gone through the entire Google webmaster help section. It says there that if a manual penalty is taken against us, we would notice a message in Manual Actions page. So far, we haven't received any notice from Google for web spam. Some SEO guys I contacted said they found spam links in our backlink profile. I do believe I had mistakenly purchased a cheap link/SEO scheme when I was yet very new to SEO. This was more than a year back but since then we have been legitimate. Moreover, how do I find out which is a spam link and which is not? Our content is all original, refreshing and the best you will find in our niche. We also have a blog but on a different domain (wordpress.com) from where we send out anchored links to our business website. Is this a good thing to do? Now, how should we proceed and recover our traffic/rankings. I tried searching in webmasters for a way to reach google and ask them why the traffic has decreased suddenly, but I couldn't find a contact form or something. Can someone please go through our website and help in making things more clear regarding the reason for the drop, along with a solution. Will really appreciate this as I can't get to figure this out and its taking a lot of time. Vaivhav

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  • Multiple Denial of Service (DoS) vulnerabilities in FreeType

    - by chandan
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-1126 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 10.0 FreeType Font Engine Solaris 11 Contact Support Solaris 10 SPARC: 119812-16 X86: 119813-18 Solaris 9 Contact Support CVE-2012-1127 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1128 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1129 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1130 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1131 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1132 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1133 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1134 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1135 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1136 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1137 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1138 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1139 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1140 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1141 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1142 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1143 Numeric Errors vulnerability 4.3 CVE-2012-1144 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 This notification describes vulnerabilities fixed in third-party components that are included in Sun's product distribution.Information about vulnerabilities affecting Oracle Sun products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • Collision within a poly

    - by G1i1ch
    For an html5 engine I'm making, for speed I'm using a path poly. I'm having trouble trying to find ways to get collision with the walls of the poly. To make it simple I just have a vector for the object and an array of vectors for the poly. I'm using Cartesian vectors and they're 2d. Say poly = [[550,0],[169,523],[-444,323],[-444,-323],[169,-523]], it's just a pentagon I generated. The object that will collide is object, object.pos is it's position and object.vel is it's velocity. They're both 2d vectors too. I've had some success to get it to find a collision, but it's just black box code I ripped from a c++ example. It's very obscure inside and all it does though is return true/false and doesn't return what vertices are collided or collision point, I'd really like to be able to understand this and make my own so I can have more meaningful collision. I'll tackle that later though. Again the question is just how does one find a collision to walls of a poly given you know the poly vertices and the object's position + velocity? If more info is needed please let me know. And if all anyone can do is point me to the right direction that's great.

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  • Is using the student version of 3DS Max and Unity3d legal?

    - by SubZeron
    I am developing an indie game together with my friend using Unity3D engine. I bought "Silo 3D" for modeling two month ago and for texturing I use 3D coat. We plan to sell our game in the future. For the animations I work with 3DS max (only animation part). My question is, can I work with a students license? The license for the original version is too expensive for me. I am still at the university and I can not buy the 3DS Max license which costs 4000 €. As an alternative I have the choice beetween Blender (can´t work with this software and don't have time to invest for learning a new program) and Truespace (can´t export fbx animation and specially with bones) so for me, 3DS Max is the best choice to be effective and quick. Is it possible to prove it when I export my fbx characters from 3DS Max to Unity3D? I mean can they find out that I have used the students license of 3DS Max for the animations after the release of the game? Maybe with help of DRM? Can I solve that problem when I export the fbx from 3DS Max to Blender and after that export the same fbx to Unity3D?

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  • Of transactions and Mongo

    - by Nuri Halperin
    Originally posted on: http://geekswithblogs.net/nuri/archive/2014/05/20/of-transactions-and-mongo-again.aspxWhat's the first thing you hear about NoSQL databases? That they lose your data? That there's no transactions? No joins? No hope for "real" applications? Well, you *should* be wondering whether a certain of database is the right one for your job. But if you do so, you should be wondering that about "traditional" databases as well! In the spirit of exploration let's take a look at a common challenge: You are a bank. You have customers with accounts. Customer A wants to pay B. You want to allow that only if A can cover the amount being transferred. Let's looks at the problem without any context of any database engine in mind. What would you do? How would you ensure that the amount transfer is done "properly"? Would you prevent a "transaction" from taking place unless A can cover the amount? There are several options: Prevent any change to A's account while the transfer is taking place. That boils down to locking. Apply the change, and allow A's balance to go below zero. Charge person A some interest on the negative balance. Not friendly, but certainly a choice. Don't do either. Options 1 and 2 are difficult to attain in the NoSQL world. Mongo won't save you headaches here either. Option 3 looks a bit harsh. But here's where this can go: ledger. See, and account doesn't need to be represented by a single row in a table of all accounts with only the current balance on it. More often than not, accounting systems use ledgers. And entries in ledgers - as it turns out – don't actually get updated. Once a ledger entry is written, it is not removed or altered. A transaction is represented by an entry in the ledger stating and amount withdrawn from A's account and an entry in the ledger stating an addition of said amount to B's account. For sake of space-saving, that entry in the ledger can happen using one entry. Think {Timestamp, FromAccountId, ToAccountId, Amount}. The implication of the original question – "how do you enforce non-negative balance rule" then boils down to: Insert entry in ledger Run validation of recent entries Insert reverse entry to roll back transaction if validation failed. What is validation? Sum up the transactions that A's account has (all deposits and debits), and ensure the balance is positive. For sake of efficiency, one can roll up transactions and "close the book" on transactions with a pseudo entry stating balance as of midnight or something. This lets you avoid doing math on the fly on too many transactions. You simply run from the latest "approved balance" marker to date. But that's an optimization, and premature optimizations are the root of (some? most?) evil.. Back to some nagging questions though: "But mongo is only eventually consistent!" Well, yes, kind of. It's not actually true that Mongo has not transactions. It would be more descriptive to say that Mongo's transaction scope is a single document in a single collection. A write to a Mongo document happens completely or not at all. So although it is true that you can't update more than one documents "at the same time" under a "transaction" umbrella as an atomic update, it is NOT true that there' is no isolation. So a competition between two concurrent updates is completely coherent and the writes will be serialized. They will not scribble on the same document at the same time. In our case - in choosing a ledger approach - we're not even trying to "update" a document, we're simply adding a document to a collection. So there goes the "no transaction" issue. Now let's turn our attention to consistency. What you should know about mongo is that at any given moment, only on member of a replica set is writable. This means that the writable instance in a set of replicated instances always has "the truth". There could be a replication lag such that a reader going to one of the replicas still sees "old" state of a collection or document. But in our ledger case, things fall nicely into place: Run your validation against the writable instance. It is guaranteed to have a ledger either with (after) or without (before) the ledger entry got written. No funky states. Again, the ledger writing *adds* a document, so there's no inconsistent document state to be had either way. Next, we might worry about data loss. Here, mongo offers several write-concerns. Write-concern in Mongo is a mode that marshals how uptight you want the db engine to be about actually persisting a document write to disk before it reports to the application that it is "done". The most volatile, is to say you don't care. In that case, mongo would just accept your write command and say back "thanks" with no guarantee of persistence. If the server loses power at the wrong moment, it may have said "ok" but actually no written the data to disk. That's kind of bad. Don't do that with data you care about. It may be good for votes on a pole regarding how cute a furry animal is, but not so good for business. There are several other write-concerns varying from flushing the write to the disk of the writable instance, flushing to disk on several members of the replica set, a majority of the replica set or all of the members of a replica set. The former choice is the quickest, as no network coordination is required besides the main writable instance. The others impose extra network and time cost. Depending on your tolerance for latency and read-lag, you will face a choice of what works for you. It's really important to understand that no data loss occurs once a document is flushed to an instance. The record is on disk at that point. From that point on, backup strategies and disaster recovery are your worry, not loss of power to the writable machine. This scenario is not different from a relational database at that point. Where does this leave us? Oh, yes. Eventual consistency. By now, we ensured that the "source of truth" instance has the correct data, persisted and coherent. But because of lag, the app may have gone to the writable instance, performed the update and then gone to a replica and looked at the ledger there before the transaction replicated. Here are 2 options to deal with this. Similar to write concerns, mongo support read preferences. An app may choose to read only from the writable instance. This is not an awesome choice to make for every ready, because it just burdens the one instance, and doesn't make use of the other read-only servers. But this choice can be made on a query by query basis. So for the app that our person A is using, we can have person A issue the transfer command to B, and then if that same app is going to immediately as "are we there yet?" we'll query that same writable instance. But B and anyone else in the world can just chill and read from the read-only instance. They have no basis to expect that the ledger has just been written to. So as far as they know, the transaction hasn't happened until they see it appear later. We can further relax the demand by creating application UI that reacts to a write command with "thank you, we will post it shortly" instead of "thank you, we just did everything and here's the new balance". This is a very powerful thing. UI design for highly scalable systems can't insist that the all databases be locked just to paint an "all done" on screen. People understand. They were trained by many online businesses already that your placing of an order does not mean that your product is already outside your door waiting (yes, I know, large retailers are working on it... but were' not there yet). The second thing we can do, is add some artificial delay to a transaction's visibility on the ledger. The way that works is simply adding some logic such that the query against the ledger never nets a transaction for customers newer than say 15 minutes and who's validation flag is not set. This buys us time 2 ways: Replication can catch up to all instances by then, and validation rules can run and determine if this transaction should be "negated" with a compensating transaction. In case we do need to "roll back" the transaction, the backend system can place the timestamp of the compensating transaction at the exact same time or 1ms after the original one. Effectively, once A or B visits their ledger, both transactions would be visible and the overall balance "as of now" would reflect no change.  The 2 transactions (attempted/ reverted) would be visible , since we do actually account for the attempt. Hold on a second. There's a hole in the story: what if several transfers from A to some accounts are registered, and 2 independent validators attempt to compute the balance concurrently? Is there a chance that both would conclude non-sufficient-funds even though rolling back transaction 100 would free up enough for transaction 117 (some random later transaction)? Yes. there is that chance. But the integrity of the business rule is not compromised, since the prime rule is don't dispense money you don't have. To minimize or eliminate this scenario, we can also assign a single validation process per origin account. This may seem non-scalable, but it can easily be done as a "sharded" distribution. Say we have 11 validation threads (or processing nodes etc.). We divide the account number space such that each validator is exclusively responsible for a certain range of account numbers. Sounds cunningly similar to Mongo's sharding strategy, doesn't it? Each validator then works in isolation. More capacity needed? Chop the account space into more chunks. So where  are we now with the nagging questions? "No joins": Huh? What are those for? "No transactions": You mean no cross-collection and no cross-document transactions? Granted - but don't always need them either. "No hope for real applications": well... There are more issues and edge cases to slog through, I'm sure. But hopefully this gives you some ideas of how to solve common problems without distributed locking and relational databases. But then again, you can choose relational databases if they suit your problem.

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  • Financial institutions build predictive models using Oracle R Enterprise to speed model deployment

    - by Mark Hornick
    See the Oracle press release, Financial Institutions Leverage Metadata Driven Modeling Capability Built on the Oracle R Enterprise Platform to Accelerate Model Deployment and Streamline Governance for a description where a "unified environment for analytics data management and model lifecycle management brings the power and flexibility of the open source R statistical platform, delivered via the in-database Oracle R Enterprise engine to support open standards compliance." Through its integration with Oracle R Enterprise, Oracle Financial Services Analytical Applications provides "productivity, management, and governance benefits to financial institutions, including the ability to: Centrally manage and control models in a single, enterprise model repository, allowing for consistent management and application of security and IT governance policies across enterprise assets Reuse models and rapidly integrate with applications by exposing models as services Accelerate development with seeded models and common modeling and statistical techniques available out-of-the-box Cut risk and speed model deployment by testing and tuning models with production data while working within a safe sandbox Support compliance with regulatory requirements by carrying out comprehensive stress testing, which captures the effects of adverse risk events that are not estimated by standard statistical and business models. This approach supplements the modeling process and supports compliance with the Pillar I and the Internal Capital Adequacy Assessment Process stress testing requirements of the Basel II Accord Improve performance by deploying and running models co-resident with data. Oracle R Enterprise engines run in database, virtually eliminating the need to move data to and from client machines, thereby reducing latency and improving security"

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  • Unity3D Android : Game Over/Retry

    - by user3666251
    Im making a simple 2D game for android using the Unity3D game engine.I created all the levels and everything but Im stuck at making the game over/retry menu.So far I've been using new scenes as a game over menu.I used this simple script : pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu' : #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes,obscales(the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful? I've been searching the web but didn't find anything useful according to my issue. Thank you.

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  • Android: how do I switch between game scenes in a game? Any tutorials?

    - by Flavio
    I am trying to create a simple game using the Android SDK without using AndEngine (or any other game engine). I have plenty of experience designing games from the past, but I'm having lots of trouble trying to use the Android SDK to make my game. By far my biggest hurdle right now is switching between views. That is, for example, going from the menu to the first level, etc. I am using a traditional model I learned (I think it's called a scene stack or something?) in which you push the current scene onto a stack and the game's main loop runs the top item of the stack. This model seems non-trivial to implement in the Android SDK, mostly because Android seems to be picky about which thread instantiates which view. My issue is that I want the first level to show up when you press a button on the main menu, but when I instantiate the first level (the level class extends SurfaceView and implements SurfaceHolder.Callback) I get a runtime error complaining that the thread that runs the main menu can't instantiate this class. Something about calling Looper.prepare(). I figured at this point I was probably doing things wrong. I'm not sure how to specifically phrase my issue into a question, so maybe I should leave it as either 1) Does anybody know a good way (or the 'proper' way) to switch between scenes in an Android game? or 2) Are there any tutorials out there which show how to create a game that doesn't take place entirely in one scene? (I have googled for a while to no avail... maybe someone else knows of one?) Thanks!

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  • forward motion car physics - gradual slow

    - by spartan2417
    Im having trouble creating realistic car movements in xna 4. Right now i have a car going forward and hitting a terminal velocity which is fine but when i release the up key i need to the car to slow down gradually and then come to a stop. Im pretty sure this is easy code but i cant seem to get it to work the code - update if (Keyboard.GetState().IsKeyDown(Keys.Up)) { double elapsedTime = gameTime.ElapsedGameTime.Milliseconds; CalcTotalForce(); Acceleration = Vector2.Divide(CalcTotalForce(), MASS); Velocity = Vector2.Add(Velocity, Vector2.Multiply(Acceleration, (float)(elapsedTime))); Position = Vector2.Add(Position, Vector2.Multiply(Velocity, (float)(elapsedTime))); } added functions public Vector2 CalcTraction() { //Traction force = vector direction * engine force return Vector2.Multiply(forwardDirection, ENGINE_FORCE); } public Vector2 CalcDrag() { //Drag force = constdrag * velocity * speed return Vector2.Multiply(Vector2.Multiply(Velocity, DRAG_CONST), Velocity.Y); } public Vector2 CalcRoll() { //roll force = const roll * velocity return Vector2.Multiply(Velocity, ROLL_CONST); } public Vector2 CalcTotalForce() { //total force = traction + (-drag) + (-rolling) return Vector2.Add(CalcTraction(), Vector2.Add(-CalcDrag(), -CalcRoll())); } anyone have any ideas?

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  • How do I backup my customer's data?

    - by marcamillion
    If you run a SaaS app, or work on one, I would love to hear from you. Where the safety and security of your customer's data is paramount, how do you secure it and back it up? I would love to know your main host (e.g. Heroku, Engine Yard, Rackspace, MediaTemple, etc.) and who you use for your backup. Be as detailed as possible - e.g. a quick overview of your service and the data you store (images for instance), what happens with the images when the user uploads them (e.g. they go to your Linode VPS, and posted to the site for them to see - then they are automatically sent to AWS or wherever, then once a week they are backed up to tape by the managed hosting provider, and you also back them up to your house/office). If you could also give some idea as to what the unit cost (per GB/per user/per month) of storage is - on average, I would really appreciate that. Getting ready to launch my app, and I would love to get some more perspective on the nitty gritty details involved. Thanks!

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  • Setting Krypton Light to Screen Pixels

    - by Adam Jerrett
    So a few days back, I started playing around with Krypton XNA for 2D lighting in my game. I noticed in general, that spawning a light at (0,0) with Krypton causes the light to appear in, pretty much, the centre of the game screen. Is there any way to change this so a Krypton light's "starting point" at [0,0] would spawn at the top left of the screen, and thus follow the standard screen co-ordinates for position? I ask because currently I'm busy working on my game where my spawn point is [512,512]. With hard code, the closest I've got to the light being "central" to this point is the vector position [12,-20], which makes no sense and is impossible to craft, mathematically, if I want the light to move with the camera (the position [480,512] maps roughly to [10,-20]). So, is there any way to "normalise" the krypton lights to use standard screen co-ordinates? If you guys can, play around with the demo from the site and please see if you can find anything out about it. Documentation on the engine is rather scarce, so it's difficult to find anything relevant to my "pixel-perfect" need. It might just also be something in the code with regards to the matrices that I'm not fully understanding. Any help would be useful. Thanks.

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  • Does purposely linking to an invalid URL and then using 301 affect SEO?

    - by Mike
    On a section of my site, I am currently using .htaccess rewrites to put the ID as part of the URL instead of in the query, like so: RewriteRule ^([a-z_]+)?/?tours/([0-9]+)/(.*) /tours/tour_text.php?lang=$1&id=$2&urlstr=$3 [L] For example, if someone goes to /en/tours/12/some-text-here it will rewrite it to /tours/tour_text.php?lang=en&id=12&urlstr=some-text-here. However I don't want the users to be able to put just any text, so if they type in the wrong some-text-here part it will 301 redirect them to the right page. This works perfectly, but I can see a potential problem potential arising when localizing the website, so I just wanted to make sure it's not actually a problem. How it is now, if someone goes to /en/tours/12/some-text-here, the anchor to the Spanish version of that page will be /es/tours/12/some-text-here (i.e. only changing the "en" to "es"), and then the script will then 301 them to the correct Spanish text (something like /es/tours/12/algun-texto-aqui). And the reverse will also be the same. The anchor on the Spanish version to the English version would be /en/tours/12/algun-texto-aqui and then they will be forwarded with 301 back to /en/tours/12/some-text-here. Basically, the anchor changes the language and the 301 changes the string at the end. So I have two questions: Does purposely and permanently having invalid URLs on your site that get 301'ed to the correct ones have any effect on SEO? I could make it just show the correct URL to begin with, but this is a significant amount of work due to how I am handling the translations, so I would prefer just to 301 them. Will the invalid URLs that are contained in the links be added to the search engine indexes even if they get 301'ed to another page?

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  • Optimal sprite size for rotations

    - by Panda Pajama
    I am making a sprite based game, and I have a bunch of images that I get in a ridiculously large resolution and I scale them to the desired sprite size (for example 64x64 pixels) before converting them to a game resource, so when draw my sprite inside the game, I don't have to scale it. However, if I rotate this small sprite inside the game (engine agnostically), some destination pixels will get interpolated, and the sprite will look smudged. This is of course dependent on the rotation angle as well as the interpolation algorithm, but regardless, there is not enough data to correctly sample a specific destination pixel. So there are two solutions I can think of. The first is to use the original huge image, rotate it to the desired angles, and then downscale all the reaulting variations, and put them in an atlas, which has the advantage of being quite simple to implement, but naively consumes twice as much sprite space for each rotation (each rotation must be inscribed in a circle whose diameter is the diagonal of the original sprite's rectangle, whose area is twice of that original rectangle, supposing square sprites). It also has the disadvantage of only having a predefined set of rotations available, which may be okay or not depending on the game. So the other choice would be to store a larger image, and rotate and downscale while rendering, which leads to my question. What is the optimal size for this sprite? Optimal meaning that a larger image will have no effect in the resulting image. This is definitely dependent on the image size, the amount of desired rotations without data loss down to 1/256, which is the minimum representable color difference. I am looking for a theoretical general answer to this problem, because trying a bunch of sizes may be okay, but is far from optimal.

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  • Is there an open source clone of a game in the Total War Series?

    - by sinekonata
    I loved Shogun:Total War gameplay and then later on spent weeks re-enacting historical wars and battles with Europa Barbarorum. It's a mod for Rome:TW that focuses on historical accuracy in the peoples, units, sounds, visuals, everything from macro mechanics to actual battles (e.g. a lot more missiles). Since that time I kind of turned my back on Windows cause it sucks and use Linux cause Mac sucks even worse. So as I miss that game (Eur. Barb.) and consider it the most realistic RTS to date, I'd like to know if there are any free and open source alternatives to it because ever since I'm under linux, I became addicted to FOSS so I also turned my back on paying (even kickstarters) for closed source, pay to play games. I have found a clone/alternative for everyone of the best games like Minecraft, CSS, Natural Selection, TA/SupCom etc... It's kind of the last one I need. The Spring engine is amazing for example, is there another open source project of the source in current development? Or would Spring itself be enough (it certainly looks capable) to make it? Thanks in advance guys...

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  • Can not login Dashboard / Unable to find the server at mykeystoneurl

    - by neo0
    I installed Dashboard following this guide: http://wiki.openstack.org/OpenStackDashboard Everything fine, but when I run the server, I can not login with the username and password in DATABASE config in local_settings.py. Here's my config: DATABASES = { 'default': { 'ENGINE': 'django.db.backends.mysql', 'NAME': 'dashboarddb', 'USER': 'nova', 'PASSWORD': 'nova', 'HOST': 'localhost', 'default-character-set': 'utf8' }, } When I run the Dashboard server and enter username + password. It returned this error on browser: Unable to find the server at mykeystoneurl (HTTP 400) And in the command line: DEBUG:openstack_dashboard.settings:Running in debug mode without debug_toolbar. DEBUG:openstack_dashboard.settings:Running in debug mode without debug_toolbar. Validating models... 0 errors found Django version 1.3.1, using settings 'openstack_dashboard.settings' Development server is running at http://0.0.0.0:8888/ Quit the server with CONTROL-C. Request returned failure status. Traceback (most recent call last): File "/home/us/horizon/.venv/src/python-keystoneclient/keystoneclient/client.py", line 121, in request body = json.loads(body) File "/usr/lib/python2.7/json/__init__.py", line 326, in loads return _default_decoder.decode(s) File "/usr/lib/python2.7/json/decoder.py", line 366, in decode obj, end = self.raw_decode(s, idx=_w(s, 0).end()) File "/usr/lib/python2.7/json/decoder.py", line 384, in raw_decode raise ValueError("No JSON object could be decoded") ValueError: No JSON object could be decoded [06/Mar/2012 15:20:03] "POST /auth/login/ HTTP/1.1" 200 3735 I also tried login as "admin" with password is "password" or "secrete" but I didn't work. What's wrong? Thank you!

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  • Object pools for efficient resource management

    - by GameDevEnthusiast
    How can I avoid using default new() to create each object? My previous demo had very unpleasant framerate hiccups during dynamic memory allocations (usually, when arrays are resized), and creating lots of small objects which often contain one pointer to some DirectX resource seems like an awful lot of waste. I'm thinking about: Creating a master look-up table to refer to objects by handles (for safety & ease of serialization), much like EntityList in source engine Creating a templated object pool, which will store items contiguously (more cache-friendly, fast iteration, etc.) and the stored elements will be accessed (by external systems) via the global lookup table. The object pool will use the swap-with-last trick for fast removal (it will invoke the object's ~destructor first) and will update the corresponding indices in the global table accordingly (when growing/shrinking/moving elements). The elements will be copied via plain memcpy(). Is it a good idea? Will it be safe to store objects of non-POD types (e.g. pointers, vtable) in such containers? Related post: Dynamic Memory Allocation and Memory Management

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  • Nifty GUI Layout

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works good until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. Its always in the upper left corner so far I can only see the lower right part of the text. I'm sure it has to be something simple but since I'm new to this I'm not noticing anything. Thanks for the help in advance.

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  • Simple Architecture Verification

    - by Jean Carlos Suárez Marranzini
    I just made an architecture for an application with the function of scoring, saving and loading tennis games. The architecture has 2 kinds of elements: components & layers. Components: Standalone elements that can be consumed by other components or by layers. They might also consume functionality from the model/bottom layer. Layers: Software components whose functionality rests on previous layers (except for the model layer). -Layers: -Models: Data and it's behavior. -Controllers: A layer that allows interaction between the views and the models. -Views: The presentation layer for interacting with the user. -Components: -Persistence: Makes sure the game data can be stored away for later retrieval. -Time Machine: Records changes in the game through time so it's possible to navigate the game back and forth. -Settings: Contains the settings that determine how some of the game logic will apply. -Game Engine: Contains all the game logic, which it applies to the game data to determine the path the game should take. This is an image of the architecture (I don't have enough rep to post images): http://i49.tinypic.com/35lt5a9.png The requierements which this architecture should satisfy are the following: Save & load games. Move through game history and see how the scoreboard changes as the game evolves. Tie-breaks must be properly managed. Games must be classified by hit-type. Every point can be modified. Match name and player names must be stored. Game logic must be configurable by the user. I would really appreciate any kind of advice or comments on this architecture. To see if it is well built and makes sense as a whole. I took the idea from this link. http://en.wikipedia.org/wiki/Model%E2%80%93view%E2%80%93controller

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  • SSAS Compare version 1.0 released

    - by Red Gate Software BI Tools Team
    We’re pleased to announce that SSAS Compare version 1.0 has been released as a free tool. Version 1.0 includes: Comparisons of live databases and XMLA or Analysis Services Project files MDX syntax diffs and highlighting Server comparisons Deployment wizard with summaries of scripted actions Bug fixes and engine and UI refinements We’ve tested it on as many cube configurations as we could find (not just good old AdventureWorks!), but we can’t provide support for free tools — so if you’re reliant on SSAS Compare for your cube deployment, use it at your own risk. See the user license agreement in the installer for more details. SSAS Compare’s come a long way from its humble beginnings as an internal tool first developed for Red Gate’s own BI developers. Today’s SSAS Compare is now much more stable — not to mention much easier to use — and something the team is proud to have released with Red Gate’s name on. Next: Deployment Manager We’re working on integrating SSAS Compare cube deployment with our new Deployment Manager tool, so you’ll be able to create cube deployment scripts and automate the deployment process, too.  We’re documenting the process in a white paper we’ll publish online in the next week. Thank you! Thanks to all the SSAS Compare users out there. Without your feedback, we could never have produced such a stable product so quickly. We hope you continue to find useful. See you in Deployment Manager!  

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  • PHP/MySQL Database application development tool

    - by RCH
    I am an amateur PHP coder, and have built a couple of dozen projects from scratch (including fairly simple e-commerce systems with user authentication, PayPal integration etc - all coded by hand from a clean page. Have also done a price comparison engine that takes data from multiple sites etc.). But I am no expert with OO and other such advanced techniques - I just have a fairly decent grasp of the basics of data processing, logic, functions and trying to optimize code as much as possible. I just want to make this clear so you have some idea of where I'm coming from. I have a couple of fairly large new projects on my plate for corporate clients - both require bespoke database-driven applications with complex relationships, many tables and lots of different front-end functions to manipulate that data for the internal staff in these companies. I figured building these systems from scratch would probably be a huge waste of time. Instead, there must be tools out there that will allow me to construct MySQL databases and build the pages with things like pagination, action buttons, table construction etc. Some kind of database abstraction layer, or system generator, if you will. What tool do you recommend for such a purpose for someone at my level? Open source would be great, but I don't mind paying for something decent as well. Thanks for any advice.

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  • Recasting and Drawing in SDL

    - by user1078123
    I have some code that essentially draws a column on the screen of a wall in a raycasting-type 3d engine. I am trying to optimize it, as it takes about 10 milliseconds do draw a million pixels using this, and the vast majority of game time is spent in this loop. However, I don't quite understand what's occurring, particularly the recasting (I modified the "pixel manipulation" sample code from the SDL documentation). "canvas" is the surface I am drawing to, and "hello" is the surface containing the texture for the column. int c = (curcol)* canvas->format->BytesPerPixel; void *canvaspixels = canvas->pixels; Uint16 texpitch = hello->pitch; int lim = (drawheight +startdraw) * canvpitch +c + (int) canvaspixels; Uint8 *k = (Uint8 *)hello->pixels + (hit)* hello->format->BytesPerPixel; for (int j= (startdraw)*(canvpitch)+c + (int) canvaspixels; (j< lim); j+= canvpitch){ Uint8 *q = (Uint8 *) ((int(h))*(texpitch)+k); *(Uint32 *)j = *(Uint32 *)q; h += s; } We have void pointers (not sure how those are even represented), 8, 16, and 32 bit ints (h and s are floats), all being intermingled, and while it works, it is quite confusing.

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  • Consolidating multiple domain names

    - by Mike
    I have a client that has three separately hosted copies of their website, each on a separate domain name. The websites are all essentially the same, bar a few discrepancies caused by badly managed updates in the past. I will soon be launching a completely new website for them, at which point, all three domain names are to resolve to the same web server. One domain name will become the default domain name that they refer to in all their literature, and the other two will simply be used as catch-alls for old links, bookmarks, and so on. I would like to know what people consider the best route to achieve this. My plan so far is: Get the new site up and running on the new webserver. Change the relevant A record of the default domain name to point to the new webserver. a) Keep the existing hosting accounts in operation. Create a list of 301 redirects from old page names on the old site to new page names on the new site. or b) Configure CNAME records for the non-default domain names, each pointing to the new webserver. Create a list of 301 redirects on the new site that redirect from old page names to new page names. If my understanding is correct, 3a will help to maintain whatever search engine rankings the sites already have (I know it's not going to be perfect), while at the same time informing search engines that the old domain names are no longer in use. What's a good approach to take here?

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  • CodePlex Daily Summary for Thursday, June 12, 2014

    CodePlex Daily Summary for Thursday, June 12, 2014Popular ReleasesLuna ORM - Data Layer Code Generator for Vb.Net and C#: Luna 4.14.6.7: Newer version, better LunaEngine with many new feature. Any class implements IDisposable.StackBuilder: StackBuilder 1.0.21.0: *Issue #9 : Take weight of case into account while searching optimal case... *Issue #10 : Changing direction of last layer to use remaining space while stacking a palette... *Issue #11 : New URL for AutoUpdater section in app.config... First working version of INTEX Corp Plugin...QuickMon: Version 3.15: This release expand on 'Presets' - now called Templates. A complete Template editor has been added so you can manage templates(edit, save, import and export). Existing agent configs can be saved as a template for reuse as well. Additionally a few other fixes were done as well. 1. Fixed Registry collector - allow 'blank' key value (<default> values) 2. Default Monitor pack history size is now 100 3. qmp file extension is now the defaultCommand Line Media Controller: v1.0.0.0: Initial ReleaseVidCoder: 1.5.23 Beta: Added first translations for 1.5. Includes new languages Portuguese, Japanese, Chinese Simplified and Czech. Many of these translations are still incomplete: you can help out on Crowdin. Added an option to pass through an input track if it matches the output codec. Updated HandBrake core to SVN 6209. Fixed crash on AAC passthrough. Fixed x264 settings getting set incorrectly when reverting from a preset with the Advanced tab. Fixed occasional crash when calculating remaining time. ...PowerShell App Deployment Toolkit: PowerShell App Deployment Toolkit v3.1.4: Added New-Folder and Remove-Folder functions (Thanks to SueH) Added NoWait parameter to Execute-Process Added the ability for Deploy-Application.exe to point to a different .ps1 file by specifying it on the command-line Added checks to Deploy-Application.exe to verify the AppDeployToolkit folder exists Added PSAppDeployToolkit icon to Deploy-Application.exe Fixed issue where hang could occur if file version was null when using Get-FileVersion Improved exception handling and loggin...CS-Script Source: Release v3.8.1: Improved ConfigConsole AdvancedShell extensions support cs-script.7z - CS-Script Suite (binaries, documentation, samples) cs-script.ExtensionPack.7z - CS-Script Extension Pack (additional binaries and samples) cs-scriptDocs.7z - CS-Script DocumentationProligence Orchard PowerShell: OrchardPs 0.2: Version 0.2, build 5273 Major Features: Support for Orchard 1.7 and 1.8 Support for managing Orchard themes Added new cmdlets: Get-OrchardFeature, Get-Tenant, Enable-Tenant, Disable-Tenant, Get-OrchardTheme, Enable-OrchardTheme Minor Features: Added 'gopc' alias for Get-OrchardPsCommand cmdlet Hidden 'Configuration' node in Orchard VFS, as it is not yet implemented Bug Fixes: Fixed signatures for *.ps1xml files 'FromAllTenants' switch no longer fails on tenants which are not running ...BugNET Issue Tracker: BugNET 1.6: Version 1.6 is a major upgrade to the latest frameworks and components by Microsoft. It includes a major UI overhaul using the bootstrap framework to have a modern, mobile friendly and easily customized layout. Upgrade to .NET 4.5 ASP.NET social auth Add script bundling and optimization Improvements for mobile devices Bootstrap (UI overhaul) Rewritten / friendly URL's Please read our release notes for BugNET 1.6: http://blog.bugnetproject.com/2014/06/08/bugnet-1-6-and-bugnet-pro-1...CppWindowsAPI: Library Build 20140608 [3.0]: There are many changes since the older versions before v3.0. Portable to the VS2013. Note that there is something still needed to implement so the relative components have been removed from this release, which will be re-implemented into the future releases. md5: 49bf91dbe4e47dee24d1f62a0b482334 sha-1: 4eabffc1b00557cdf8e83df18ac247e230f4c1d0 md5: 4a63a4923c23bcd821e7411453779086 sha-1: 1bb8549b92c8d791346cfe7efcdaeaa37098591d md5: 371026dfcac75e33f331430cf2c65415 sha-1: 7b8a155f30206f...SFDL.NET: SFDL.NET (2.2.9.3): Changelog: Retry Bugfix (Error Counter wurde nicht korrekt zurückgesetzt) Neue Einstellung: Retry Wartezeit ist nun EinstellbarLoad Runner - Distributed HTTP Pressure Test Tool: Load Runner 1.2: 1. added support for distributed load test (read documentation for details) 2. added detail documentationbabelua: 1.5.7.0: V1.5.7.0 - 2014.6.6Stability improvement: use "lua scripts folder" as lua search path when debugging;MyBB: MyBB 1.6.13 Türkçe Kurulum Paketi: MyBB 1.6.13 - Resmi Tam Türkçe UTF-8 Sifir Kurulum Paketi Rar Pass - Sifresi: mybb.com.tr Yayinci site: http://www.mybb.com.tr Orjinal indirme adresi: http://download.mybb.com.tr Destek 1: http://destek.mybb.com.tr/showthread.php?tid=12326 Destek 2: http://tr.mybbdepo.com/mybb-1-6-13-turkce-sifir-kurulum-paketi-konusu.html Dosya: MyBB1613KurulumPaketiTR.rar MD5: d2745b79aa8cc5f8cc09e8a91b50d3cc SHA-1: 6fbb8e611e6d78f8cd3d88d7a773edc67ecc2a3e Ekleyen: XpSerkan MCTR TEAM - Gururla Sunar.SEToolbox: SEToolbox 01.033.007 Release 1: Fixed breaking changes in Space Engineers in latest update. Installation of this version will replace older version.Virto Commerce Enterprise Open Source eCommerce Platform (asp.net mvc): Virto Commerce 1.10: Virto Commerce Community Edition version 1.10. To install the SDK package, please refer to SDK getting started documentation To configure source code package, please refer to Source code getting started documentation This release includes bug fixes and improvements (including Commerce Manager localization and https support). More details about this release can be found on our blog at http://blog.virtocommerce.com.Fantom - Expression Based Dynamic Language Manager: Fantom Binary and Test Web Site: The first version of FantomDLL. Download binary and sample site for testing.Back Up Your SharePoint: SPSBackUP 0.1: Supports SharePoint 2010 and 2013 All settings with xml input file Clean backup history Notifications by mail Log script results in rtf fileNPOI: NPOI 2.1: Assembly Version: 2.1.0 New Features a. XSSFSheet.CopySheet b. Excel2Html for XSSF c. insert picture in word 2007 d. Implement IfError function in formula engine Bug Fixes a. fix conditional formatting issue b. fix ctFont order issue c. fix vertical alignment issue in XSSF d. add IndexedColors to NPOI.SS.UserModel e. fix decimal point issue in non-English culture f. fix SetMargin issue in XSSF g.fix multiple images insert issue in XSSF h.fix rich text style missing issue in XSSF i. fix cell...Media Player (Technology Area): Media Player 0.3 (Codname Kalo): Themes are included, along with a picture viewer. This does not require 0.2 to be installedNew ProjectsAddress Auto lookup For MS CRM 2013: Address Lookup to find correct addresses in less time.Aspose for Spring.Java: Aspose for Spring Java provides source code and detailed usage instructions for extending the existing Spring.Java samples.Beatting Mole XNA Game on Windows Phone: The project game using XNA Game Engine in Windows PhoneBrecham.Obex: The library provides very broad OBEX support, providing not just the ‘Put’ operation , but also: Connect, Put, Get, SetPath, Delete, and Abort.Command Line Media Controller: This application provides a command line interface for issuing basic media controls to most media player applications.DevExpress Prism Adapters: DevExpress Prism Adapters is a project intented to provide different adapters for DevExpress controls integration with Microsoft Prism.FVSB: fvsbH Logger (8 logger): Create logs with a html format with a Visual Studio 2013 style.Masked Input For CRM 2013: Mask Input for more user friendliness and to avoid user typo errors.MovieDatabase: A movie database manipulation program that uses the movie database api.OpenNetworkTester: GUI-based bandwidth testing toolProgress Tracker: A simple pet project that allows users to set up daily tasks and track which ones they complete.ProjectShipping: summarySerXio: tfs, read tfs dataValu Akunting: Sistem Informasi Akuntansi Valudata KomputindoWindows Phone 8.1 Training for MIC15: Using for store training source code and resource url/files/.??????-??????【??】: ????????????????????,??????????,????????、????,??????????,??????????。??????-??????【??】: ??????????????????????????????,??????????,????,????,???,??????。??????-??????【??】: ????????????????,?????????????? ??。????????、????、????、?????????? ???????。????-????【??】: ??????,??????:?????,?????,??????,??????????,????????。????????!????-????【??】: ?????????????????????:????、????、??????????????,????????。????????!??????-??????【??】: ???????????,?????,???????????,???????,????,????,????,?????。??????-??????【??】: ????????????、???、??、??????????????????????????????,????????????????!????-????【??】: ???????????????????????????、????、????、???????????,????,????!?????-?????【??】: ???????????????8?,????????,????????,??????????,?????,????? ,????????!?????-?????【??】: ???????????????6?,???????????????????????????,??????????????,?????????!????-????【??】: ????????????????????????????,???????????????????????,???????。??????-??????【??】: ????????????????、??????、??????、??????、??????、?????、??????、????、????、????????!?????-?????【??】: ???????????????,????????,????:???????,??????,????,????,?????,?????,??????!?????-?????【??】: ????????????????,?????????????。?????????,???????,???????,?????????????。??????-??????【??】: ?????????????????,??????????????、???????、???????、???????、?????!??????-??????【??】: ????????????????????,????????????????,????????????????,??????!????-????【??】: ???????????????,?????????????。????????????,???????,???????,?????,?????。?????-?????【??】: ?????????????????????????,???????????,????????,?????????????????????。?????-?????【??】: ?????????????????????,????“???????,???????”?????,????????????!??????-??????【??】: ??????????????????????????,????,????,??????????。???????????????,??,??,??????????,??????...??????-??????【??】: ???????????????????,?????????????,????,?????????,?????????????,?????,?????!????-????【??】: ??????????????,?????????????? ??。????????、????、????、?????????? ???????。?????-?????【??】: ????????????????,???????????????。???????????,??????:????、????、???????!?????-?????【??】: ?????????????????,???????????,??????????????,??????????,??????????????!??????-??????【??】: ????????????,????,??????????? ???? ???? ?????????,???,??,?????!??????-??????【??】: ????????????????、????、????、??????、????、????????,????????、?????????,?????。????-????【??】: ????????????????:?????? ???? ??????,???????,??????,???????。?????-?????【??】: ????????????????,?????????????。????????????,???????,???????,?????,?????。?????-?????【??】: ?????????????????????????,???????????,????????,???????????????????????????-??????【??】: ???????????????????,?????????????,????,?????????,?????????????,?????,?????!??????-??????【??】: ?????????????????,???????????????。???????????,??????:????、????、???????!????-????【??】: ????????????????????????,????,????,??????????。???????????????,??,??,??????????,??????...?????-?????【??】: ?????????????????,???????????,??????????????,??????????,???????????????????-?????【??】: ?????????????????、?????、?????、????、?????,??????????。????????????????!??????-??????【??】: ????????????????????,????????????????,????????????????,??????!??????-??????【??】: ??????????????????????,????“???????,???????”?????,????????????!????-????【??】: ???????????????,??????????????、???????、???????、???????、?????!?????-?????【??】: ???????????????,????,????,??????,????“????、????、????、????”????????,??????.?????-?????【??】: ???????????????????,????????:??、??、???,?????????????????????!??????-??????【??】: ????????,??????:?????,?????,??????,??????????,????????。????????!??????-??????【??】: ???????????????????????:????、????、??????????????,????????。????????!??????-??????【??】: ?????????????????????????????,??????????,????,????,???,??????????-????【??】: ????????????????、????,??100%????,??????,????????????,???????????!????-????【??】: ??????????????????,??????????,????????、????,??????????,??????????。??????-??????【??】: ??????????????,????????,?????,???,???????????,???????????,?????,??????!??????-??????【??】: ??????????????????????????????????:???????,??????,????,????,????,?????!????-????【??】: ???????????????????,?????????/?,,???????????,??????????????!?????-?????【??】: ???????????????????????,????,????,????,???????,?????,?????.??????。?????-?????【??】: ???????????????、?????,????????????????????,????,????,??????。??????-??????【??】: ????????????????????,???????????????????????????,????:????,????,????,?????。?????-?????【??】: ???????????????????、????????、????????、????????、???????,????????????。?????-?????【??】: ????????????????,???????,??????。??????????,????,????,?????,????????????。???????-???????【??】: ??????????????????,??????,????,?????????????,????????,??????,????,?????...???????-???????【??】: ?????????????? , ???? ?????,??????????????,????,????,??????。?????-?????【??】: ???????????????????,??????????????,???????????,??????,????,??????,??????。??????-??????【??】: ????????????????,??????????????????????:???????,??????,????,????,????,????,????,???????!??????-??????【??】: ??????????????!???????????,??????,????,?????????????,????????,??????,????,?????...??????-??????【??】: ??????????????????、?????、?????、????、?????,??????????。????????????????!??????-??????【??】: ??????????????????????,????????,??????????,?????,????? ,????????!??????-??????【??】: ?????????????????,??????????、??????,??????????、????、????、???????。????-????【??】: ???????????、??????????????????,????????,?????,??????,????,????,????!?????-?????【??】: ?????????????????????,???????????????,???????,?????,?????,????? !!!?????-?????【??】: ?????????????????????,???????????????,????????????????????!???????-???????【??】: ????????????????????,??????????????????,?????????????。?????????,????????????。??????-??????【??】: ??????????????????,????,????,?????????.?????,?????!?????,?????????、??、??!??????-??????【??】: ???????????????????,?????????????,?????????????,??????,????,????,??????????!??????-??????【??】: ?????????????????,??????????、??????,??????????、????、????、???????。??????-??????【??】: ??????????????????????,???????????????,???????,?????,?????,????? !!!????-????【??】: ????????????????????,????????,??????????,?????,????? ,????????!?????-?????【??】: ?????????????????????,???????????????,????????????????????!?????-?????【??】: ?????????????????、????,??100%????,??????,????????????,???????????!??????-??????【??】: ??????????????????????????????,???????????????????????,???????。??????-??????【??】: ??????????????????:?????? ???? ??????,???????,??????,???????。????-????【??】: ????????????????、????、??????、????????,????????????,???????????!?????-?????【??】: ???????????,????,??????????? ???? ???? ?????????,???,??,?????!?????-?????【??】: ???????????????、????、????、??????、????、????????,????????、?????????,?????。??????-??????【??】: ?????????????:??????、????、????、????、????、??????、??????,???????!??????-??????【??】: ??????????????????,????,??.??.??.??.??.??.??.???,????,???????!????-????【??】: ??????????????,???????、???????????,????????、????、????、??????、????????。?????-?????【??】: ????????????????????????????,???????????????,????????、????、????、????、?????????,???????、???、???,??????????????????????,????????????、???????、??????????;???????????????-?????【??】: ???????????【.????.????.????.????.】??【??】:、??、??、??、??、??、??、??、??、??、??、???????????-??????【??】: ??????????????????、?????、?????、?????、?????、????,???????????,?????,??????!??????-??????【??】: ??????????????????,???、???!???????,????????????????,????????????,???!????-????【??】: ?????????????????????,????????????,?????、??、????,?????,???????????-?????【??】: ????????????????、????、????、??????????,???,?????,???????????????.?????-?????【??】: ????????????????????,?????????、??、??、????,??????????,?????????????!

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  • How to get Visual Studio 2010 Express Edition on Windows 7

    - by thanigai
    Visual studio 2010 is an amzing release from Microsoft. I have tried the beta 1,2 of Visual Studio 2010 and finally the full version is released. I am also interested in the latest edition of Windows which nothing but our Windows 7. Next to Vista I like this version very much. Out of curiosity I have installed the prebuild version of Windows 7. I tried installing the express edition here and it failed making me disappointed. I tried two or three times and finally I decided to download the trial version of Windows 7. After that I can install the Visual Studio 2010 express edition easily. I have given the link below from where I have downloaded the file. http://www.microsoft.com/express/downloads/ Here the link give is through Web PI Installer. Other option is you can download the ISO image file and burn them to a disc or use a virtual disc This Visual Web developer will provide the Sql Server engine alone. To get a Sql Server Management Studio get from the following link http://www.microsoft.com/express/Database/InstallOptions.aspx That's it all the things necessary for the web application programming is ready. Ah I forget to tell about the Silverlight. Please find the Silverlight 4 latest tools from the below link (WCF RIA services is the main update) http://www.silverlight.net/getstarted/ Silverlight 4 Tools(http://www.microsoft.com/downloads/details.aspx?FamilyID=eff8a0da-0a4d-48e8-8366-6ddf2ecad801&displaylang=en) Expression Blend 4 trial(http://www.microsoft.com/downloads/details.aspx?FamilyID=88484825-1b3c-4e8c-8b14-b05d025e1541&displaylang=en) I think the reader would have enjoyed on how to get these things. Please let me know if you are not clear with any of these things.  Thanks, Thani

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  • Hydraulics in game

    - by Mungoid
    I'm not completely sure if this would be better in the Physics site or not as this question is more about how hydraulics should work in game as opposed to how they really work (although that is taken into account) - So I apologize if this is in the wrong place. A project we are on, we have a machine with hydraulics that are powered (They don't just look like they move something, they are the only thing moving/turning/lifting something) - However, the hydraulic extends the same speed no matter what it is pushing. So, say there is a 10 ton object attached to one end of the hydraulic and the other end is attached to a plate on the ground. In real life it takes a few seconds to build up pressure depending on how heavy the object is, but in our project the hydraulics don't care about that. It will lift a 100 ton object the same speed as a 10 ton object. We have a way to fake the hydraulic pressurizing by reducing the 'drive amount' (how fast or slow the hydraulic extends) when we sense that it is touching the ground and that does a relatively decent job but we would like to be able to take other things into account like engine speed, ratios, loads, etc. but we aren't too sure what we need to think about. I'm kinda wondering if anyone here has any experience with this and could offer some suggestions on what to take into account?

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