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  • Analytics: Test events not showing up - how to troubleshoot?

    - by David Parks
    I've got 3 profiles: Master, Raw Data, and Test, on the Test profile I have no filters configured. I want to test using some events. I created a local HTML file as shown below to generate some test data that I could play with in Analytics. But the events never showed up in Analytics. I wonder what I might be doing wrong? Is the lack of a domain an issue maybe? <html><head></head><body>Login_popup_complete_Facebook <script type="text/javascript"> var _gaq = _gaq || []; _gaq.push(['_setAccount', 'UA-28554309-1']); _gaq.push(['_trackPageview']); _gaq.push(['_trackEvent', 'Login popup completed', 'Facebook']); (function() { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s); })(); </script> </body></html>

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  • Alert for Forms customers running Oracle Forms 10g

    - by Grant Ronald
    Doesn’t time fly!  While you might have been happily running your Forms 10g applications for about 5 years or so now, the end of premier support is creeping up and you need to start planning for a move to Oracle Forms 11g. The premier support end date in December 31st 2011 and this is documented in Note: 1290974.1 available from MOS. So how much of an impact is this going to be?  Maybe not as much as you think.  While Forms 11g is based on WebLogic Server (WLS),10g was based  on OC4J.  That in itself doesn’t impact Forms much.  In most case it will simply be a recompile of your Forms source files and redeploy on WLS 11g. The Forms builder is the same in 11g as in 10g although its currently not available as a separate download from the main middleware bundle.  You can also look at a WLS Basic license option which means you shouldn’t have to shell out on upgrading to a WLS Suite license option. So what’s the proof in this being a relatively straightforward upgrade?  Well, we’ve had a big uptake of Forms 11g already (which has itself been out for over 2 years).  Read about BT Expedite’s upgrade where “The upgrade of Forms from Oracle Forms 10g to Oracle Forms 11g was relatively simple and on the whole, was just a recompilation”.  Or AMEC where “This has been one of the easiest Forms conversions we’ve ever done and it was a simple recompile in all cases” So if you are on 10g (or even earlier versions) I’d strongly consider starting your planning for an upgrade to 11g now. As always, if you have any questions about this you can post on the OTN forums.

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  • Circular dependency and object creation when attempting DDD

    - by Matthew
    I have a domain where an Organization has People. Organization Entity public class Organization { private readonly List<Person> _people = new List<Person>(); public Person CreatePerson(string name) { var person = new Person(organization, name); _people.Add(person); return person; } public IEnumerable<Person> People { get { return _people; } } } Person Entity public class Person { public Person(Organization organization, string name) { if (organization == null) { throw new ArgumentNullException("organization"); } Organization = organization; Name = name; } public Organization { get; private set; } public Name { get; private set; } } The rule for this relationship is that a Person must belong to exactly one Organization. The invariants I want to guarantee are: A person must have an organization this is enforced via the Person's constuctor An organization must know of its people this is why the Organization has a CreatePerson method A person must belong to only one organization this is why the organization's people list is not publicly mutable (ignoring the casting to List, maybe ToEnumerable can enforce that, not too concerned about it though) What I want out of this is that if a person is created, that the organization knows about its creation. However, the problem with the model currently is that you are able to create a person without ever adding it to the organizations collection. Here's a failing unit-test to describe my problem [Test] public void AnOrganizationMustKnowOfItsPeople() { var organization = new Organization(); var person = new Person(organization, "Steve McQueen"); CollectionAssert.Contains(organization.People, person); } What is the most idiomatic way to enforce the invariants and the circular relationship?

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  • Installation failed with a Blank Screen

    - by Bear
    Blank Screen, no Fix I've tried works... Hardware conflict maybe? First I tried AMD64 Ubuntu desktop. I got into the boot screen, however selecting install returns 1-2 seconds of code then blank screen no-idle. Then I tried the alternate install. Worked, some additional software installs failed. Go to boot for first time, I see BIOS load then black/blank screen. No flicker or cursor... screen turns off. (I am also having issues installing any 64bit OS legit WIN 7 64 Ult., WinXP 64 PRO ISO, also WinXP 32 Legit, WinXP 64Pro ISO returns BSOD on install. All win 7 builds return with CD/DVD driver error. The only OS that installs is beta build 7000 win 7.) Please help! I am using: BIOS Build = E7696AMS V1.5 HDD = Hitachi HDP725050GLA 500.00 GB (SATA) CDD = Optiarc DVD RW AD-72 (SATA) MOBO = MSI A75MA-G55 AMD A Series Motherboard - Micro ATX, Socket FM1, AMD A75 Chipset, 1866MHz DDR3 (O.C.), SATA 6.0 Gb/s, 8-CH Audio, Gigabit LAN, SuperSpeed USB 3.0, AMD Dual Graphics Ready CPU = AMD A6-Series AD3650WNGXBOX Quad-Core A6-3650 APU - 4MB L2 Cache, 2.6GHz, Socket FM1, Radeon HD 6530D (320 Cores), Dual Graphics Ready, DirectX 11 RAM = Corsair CMZ16GX3M4A1600C9B Vengeance Desktop Memory Kit - 16GB (4x 4GB), PC3-12800, DDR3-1600MHz, 9-9-9-24 CAS Latency, Intel XMP Ready, Unbuffered

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  • What build tools do not depend on java (or Ruby)?

    - by Mohamed Meligy
    I'm wondering what generic build tools out there include their binary run-times and do not depend on another environment not shipped with them. For example, ANT requires Java, Rake requires Ruby, etc.. would be great if talking about also target-platform-agnostic tools, where I'd just give whatever command for building, whatever command for testing, etc.. and can then define my artifacts in CI or so. Would see something like that useful for building .NET projects (say, on both Windows .NET and Mono), and Node JS projects especially. I do not want to install Java and / or Ruby if what I want is a .NET build or a Node JS build. This is a bit of general awareness question not an exact problem I'm facing, that's why it's here not on StackOverflow. Update: To explain a bit more, what I'm after is the build script that would run MSBuild for compiling for example ( in .NET, and then maybe several Node/NPM commands in Node, etc..), and then have the rest build/test steps, instead of setting these all in MSBuild (again, in .NET case, also, wondering if there is equivalent story in Node).

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  • Can Foswiki be used as a distributed Redmine replacement? [closed]

    - by Tobias Kienzler
    I am quite familiar with and love using git, among other reasons due to its distributed nature. Now I'd like to set up some similarly distributed (FOSS) Project Management software with features similar to what Redmine offers, such as Issue & time tracking, milestones Gantt charts, calendar git integration, maybe some automatic linking of commits and issues Wiki (preferably with Mathjax support) Forum, news, notifications Multiple Projects However, I am looking for a solution that does not require a permanently accesible server, i.e. like in git, each user should have their own copy which can be easily synchronized with others. However it should be possible to not have a copy of every Project on every machine. Since trac uses multiple instances for multiple projects anyway, I was considering using that, but I neither know how well it adapts to simply giting the database itself (which would be be easiest way to handle the distribution due to git being used anyway), nor does it include all of Redmine's feature. After checking http://www.wikimatrix.org for Wikis with integrated tracking system and RCS support, and filtering out seemingly stale project, the choices basically boil down to Foswiki, TWiki and Ikiwiki. The latter doesn't seem to offer as many usability features, and in the TWiki vs Foswiki issue I tend to the latter. Finally, there is Fossil, which starts from the other end by attempting to replace git entirely and tracking itself. I am however not too comfortable with the thought of replacing git, and Fossil's non-SCM features don't seem to be as developed. Now before I invest too much time when someone else might already have tried this, I basically have two questions: Are there crucial features of Project Management software like Redmine that Foswiki does not provide even with all the extensions available? How to set Foswiki up to use git instead of the perl RcsLite?

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  • How to get search engines to properly index an ajax driven search page

    - by Redtopia
    I have an ajax-driven search page that will allow users to search through a large collection of records. Each search result points to index.php?id=xyz (where xyz is the id of the record). The initial view does not have any records listed, and there is no interface that allows you to browse through all records. You can only conduct a search. How do I build the page so that spiders can crawl each record? Or is there another way (outside of this specific search page) that will allow me to point spiders to a list of all records. FYI, the collection is rather large, so dumping links to every record in a single request is not a workable solution. Outputting the records must be done in multiple requests. Each record can be viewed via a single page (eg "record.php?id=xyz"). I would like all the records indexed without anything indexed from the sitemap that shows where the records exist, for example: <a href="/result.php?id=record1">Record 1</a> <a href="/result.php?id=record2">Record 2</a> <a href="/result.php?id=record3">Record 3</a> <a href="/seo.php?page=2">next</a> Assuming this is the correct approach, I have these questions: How would the search engines find the crawl page? Is it possible to prevent the search engines from indexing the words "Record 1", etc. and "next"? Can I output only the links? Or maybe something like:  

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  • XNA extending the existing Content type

    - by Maarten
    We are doing a game in XNA that reacts to music. We need to do some offline processing of the music data and therefore we need a custom type containing the Song and some additional data: // Project AudioGameLibrary namespace AudioGameLibrary { public class GameTrack { public Song Song; public string Extra; } } We've added a Content Pipeline extension: // Project GameTrackProcessor namespace GameTrackProcessor { [ContentSerializerRuntimeType("AudioGameLibrary.GameTrack, AudioGameLibrary")] public class GameTrackContent { public SongContent SongContent; public string Extra; } [ContentProcessor(DisplayName = "GameTrack Processor")] public class GameTrackProcessor : ContentProcessor<AudioContent, GameTrackContent> { public GameTrackProcessor(){} public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context), Extra = "Some extra data" // Here we can do our processing on 'input' }; } } } Both the Library and the Pipeline extension are added to the Game Solution and references are also added. When trying to use this extension to load "gametrack.mp3" we run into problems however: // Project AudioGame protected override void LoadContent() { AudioGameLibrary.GameTrack gameTrack = Content.Load<AudioGameLibrary.GameTrack>("gametrack"); MediaPlayer.Play(gameTrack.Song); } The error message: Error loading "gametrack". File contains Microsoft.Xna.Framework.Media.Song but trying to load as AudioGameLibrary.GameTrack. AudioGame contains references to both AudioGameLibrary and GameTrackProcessor. Are we maybe missing other references?

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  • Having a problem with texturing vertices in WebGL, think parameters are off in the image?

    - by mathacka
    I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm using this image: On the properties of this image it says it's 32 bit depth, so that should take care of the gl.UNSIGNED_BYTE, and I've tried both gl.RGBA and gl.RGB to see if it's not reading the transparency. It is a 32x32 pixel image, so it's power of 2. And I've tried almost all the combinations of formats and types, but I'm not sure if this is the answer or not. I'm getting these two errors in the chrome console: INVALID_VALUE: texImage2D: invalid image (index):101 WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. the drawArrays function is simply: "gl.drawArrays(gl.TRIANGLES, 0, 6);" using 6 vertices to make a rectangle.

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  • Should programmers itemize testing for projects? [on hold]

    - by Patton77
    I recently hired a programming team to do a port of my iPad app to the iPhone and Android platforms. Now, in a separate contract, I am asking them to implement a bunch of tips on how to play the app, similar like you would find in Candy Crush or Cut the Rope. They want to charge 12 hours @ $35/hr for the "Testing all of the Tips", telling me that normally it would take them more than 25 hours but that they will 'bear the difference'. I am not familiar with this level of itemization, but maybe it's a new practice? I am used to devs doing their own quality control, and then having a testing/acceptance period. They are using Cocos 2D-X, and they say that the tips going to multiple platforms makes all of the hours jack up. I feel like they might be overcharging, and it's difficult for me to know because it's kind of like with a mechanic. "It took us 5 hours to replace the radiator". How can you dispute that? It seems to me that most of you would charge for the work but NOT for hours that you are 'testing'. Am I missing something? Thanks for any help and advice you can give!

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  • ASP.NET MVC 2 Hosting :: MVC2 deploy - Could not load file or assembly 'System.Web.MVC, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' or one of its dependencies.

    - by mbridge
    A new MVC 2 project worked on my local machine but when it was deployed to the test server it gave the error 'Could not load file or assembly 'System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' or one of its dependencies.' I have the full Visual Studio 2010 installed on my local machine but just the .NET 4 framework installed on the test servers. It seems the MVC assemblies do not come with .NET 4 framework itself so how to make MVC 2 work on the test servers? When I installed Visual Studio 2010 on my local machine it came with all the fruit included (.NET4 framework, MVC2 etc) so the System.Web.Mvc.dll can be found in my machine's GAC (C:\Windows\assembly). However, since there is no need to bloat the web servers only the plain old .NET4 framework has been installed on the test servers. This does NOT include the MVC assembly and that is why it cannot be found by the web application. You need this assembly to be on your web servers that you are deploying to but you want to avoid having to copy them into the GAC manually and doing all that gacutil mess or maybe you don't have access to your servers if they are hosted by provider. Solution You need to make the System.Web.Mvc assembly bin deployable... okay that doesn't sound easy but here is how to do it for the necessary MVC references: Simply right click the reference and select 'Properties' Then change 'Copy Local' to 'True': Note If your server has .NET 3.5 sp1 installed the new(ish) assemblies System.Web.Routing and System.Web.Abstractions will already be in the GAC. If you had previously deployed an MVC 1 application to a .NET 3.5 server you may remember having to deploy the other two assemblies too. Since MVC2 requires at least .NET 3.5 sp1 you will not need to worry about these assemblies, just System.Web.Mvc

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  • MVC 4 and the App_Start folder

    - by pjohnson
    I've been delving into ASP.NET MVC 4 a little since its release last month. One thing I was chomping at the bit to explore was its bundling and minification functionality, for which I'd previously used Cassette, and been fairly happy with it. MVC 4's functionality seems very similar to Cassette's; the latter's CassetteConfiguration class matches the former's BundleConfig class, specified in a new directory called App_Start.At first glance, this seems like another special ASP.NET folder, like App_Data, App_GlobalResources, App_LocalResources, and App_Browsers. But Visual Studio 2010's lack of knowledge about it (no Solution Explorer option to add the folder, nor a fancy icon for it) made me suspicious. I found the MVC 4 project template has five classes there--AuthConfig, BundleConfig, FilterConfig, RouteConfig, and WebApiConfig. Each of these is called explicitly in Global.asax's Application_Start method. Why create separate classes, each with a single static method? Maybe they anticipate a lot more code being added there for large applications, but for small ones, it seems like overkill. (And they seem hastily implemented--some declared as static and some not, in the base namespace instead of an App_Start/AppStart one.) Even for a large application I work on with a substantial amount of code in Global.asax.cs, a RouteConfig might be warranted, but the other classes would remain tiny.More importantly, it appears App_Start has no special magic like the other folders--it's just convention. I found it first described in the MVC 3 timeframe by Microsoft architect David Ebbo, for the benefit of NuGet and WebActivator; apparently some packages will add their own classes to that directory as well. One of the first appears to be Ninject, as most mentions of that folder mention it, and there's not much information elsewhere about this new folder.

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  • Decal implementation

    - by dreta
    I had issues finding information about decals, so maybe this question will help others. The implementation is for a forward renderer. Could somebody confirm if i got decal implementation right? You define a cube of any dimension that'll define the projection volume in common space. You check for triangle intersection with the defined cube to recieve triangles that the projection will affect. You clip these triangles and save them. You then use matrix tricks to calculate UV coordinates for the saved triangles that'll reference the texture you're projecting. To do this you take the vectors representing height, width and depth of the cube in common space, so that f.e. the bottom left corner is the origin. You put that in a matrix as the i, j, k unit vectors, set the translation for the cube, then you inverse this matrix. You multiply the vertices of the saved triangles by this matrix, that way you get their coordinates inside of a 0 to 1 size cube that you use as the UV coordinates. This way you have the original triangles you're projecting onto and you have UV coordinates for them (the UV coordinates are referencing the texture you're projecting). Then you rerender the saved triangles onto the scene and they overwrite the area of projection with the projected image. Now the questions that i couldn't find answers for. Is the last point right? I've never done software clipping, but it seems error prone enough, due to limited precision, that the'll be some z fighting occuring for the projected texture. Also is the way of getting UV coordinates correct?

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  • Should programmers itemize testing in testing? [on hold]

    - by Patton77
    I recently hired a programming team to do a port of my iPad app to the iPhone and Android platforms. Now, in a separate contract, I am asking them to implement a bunch of tips on how to play the app, similar like you would find in Candy Crush or Cut the Rope. They want to charge 12 hours @ $35/hr for the "Testing all of the Tips", telling me that normally it would take them more than 25 hours but that they will 'bear the difference'. I am not familiar with this level of itemization, but maybe it's a new practice? I am used to devs doing their own quality control, and then having a testing/acceptance period. They are using Cocos 2D-X, and they say that the tips going to multiple platforms makes all of the hours jack up. I feel like they might be overcharging, and it's difficult for me to know because it's kind of like with a mechanic. "It took us 5 hours to replace the radiator". How can you dispute that? It seems to me that most of you would charge for the work but NOT for hours that you are 'testing'. Am I missing something? Thanks for any help and advice you can give!

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  • How are events in games handled?

    - by Alex
    In may games that I have played, I have seen events being triggered, such as when you walk into a certain land area while holding a specific object, it will trigger a special creature to spawn. I was wondering, how do games deal with events such as this? Not in a specific game, but in general among games. The first thought I had was that each place has a hard-coded set of events that it will call when something happens there. However, that would be too inefficient to maintain, as when something new is added, that would require modification of every part of the game that would potentially cause the event to be called. Next up, I had the idea of maybe how GUI programming works. In all of the GUI programming I've done, you create a component and a callback function, or a listener. Then, when the user interacts when the button, the callback function is called, allowing you to do something with it. So, I was thinking that in terms of a game, when a land area gets loaded the game loops over a list of all events, creating instances of them and calling public methods to bind them to the current scene. The events themselves then handle what scene it is, and if it is a scene that pertains to the event, will call the public method of the scene to bind the event to an action. Then, when the action takes place, the scene would call all events that are bound to that action. However, I'm sure that's not how games would operate either, as that would require a lot of creating of events all the time. So how to video games handle events, are either of those methods correct, or is it something completely different?

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  • Libgdx Box2d createfixture crashes vm intermittently

    - by user45021
    I have a hard to debug problem. I have a Box2D game which creates a wheeled vehicle. I want the vehicle body to reflect when it goes from moving left to moving right. to do this i set a flag in a changelistener on a button and then in update method i destroy and recreate the body facing the other way. it works fine most of the time but if i flip the vehicle several times quickly JVM crashes. no errors nothing in log. i added system.out.prints and the errors occur in the routine that instantiates the new body and before anything gets deleted/removed so i don't think the UI is trying to access null pointers. and if it was it should throw an error. M the crash seems to be at createFixture statements. but the work most of the first time. I tried debugging but the error doesn't happen much when the flips are slow. in any case createFixture drops fairly quickly into jni. Is this a Box2D bug? Is GC the issue? From Mission Control I see the GC is collecting on a period of ooh maybe 5s and flipping slower than that mostly works. how do i debug this? i am win7 64bit with 64bit at and jdk7 64bit. libgdx-0.9.9 and sometimes libgdx-nightly-20140215.

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • Real Excel Templates 1.5

    - by Tim Dexter
    Not the next installment quite yet, just an update from what I knew yesterday. Right after I posted the Real Excel Templates I. Mike from the PM team got in touch to say he and Shirley had just had a meeting with a customer about the Excel Templates and all the fab features. He included BIPs extended functions, data pre-processing, sub templates and other functionality which was great new news. One caveat, much of the really new stuff, is not quite out in the wild yet. Will let you know as soon as I know more. Shirley and I shared a conversation around being able to re-group data in the templates. It's one of the most powerful features of the RTF template. Providing the ultimate flexibility in layouts. As I wrote yesterday, you need hierarchical data for Excel templates. I stand corrected, 'Of course you can do that in Excel, here's an example' said Shirley 'Very cunning Shirley, very cunning' says I. You can basically use the hidden sheet to re-group the data using native XSL. I'll cover the 'how' later. As you can see Excel templates are the new 'black' with lots of attention and more importantly development cycles to take them forward. Looks like we are going to have a great weekend weather wise here in Colorado. The yard work and pond are beckoning. Maybe the trout will be rising and I can give my rusty fly casting skills a run for their money. I need some stupid fish thou :0) See ya'll next week!

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  • Facebook and flash - why doesn't facebook recognise that I have flash installed?

    - by jaminday
    For some reason when I try to upload photos to facebook from the website, it tells me I need to upgrade my flash player: I definitely have flash installed, as can be seen in the picture, and working fine in youtube etc. My question is two-fold: 1) Does anyone know if this a problem with the version of flash I'm running, Ubuntu, or facebook itself? I get the same problem in Chrome and Firefox, so I know it's not the browser. 2) Is there a workaround or fix for this? As far as I can tell I'm running the very latest flash (on 64-bit Ubuntu 10.10) - but maybe that's the problem? Note: Before everyone starts jumping up and down about using Shotwell or Digikam or some such to upload photos to facebook, I know about these (and do use Shotwell at times). Unfortunately Shotwell only lets you upload to a Profile, but doesn't (as far as I can tell) let you upload to a facebook Page of which I am an administrator, so I am forced do it through the website. Using the simple uploader as seen in the first picture is horribly slow and tedious, and often times out while uploading. Of course if anyone knows of any alternate ways to upload to facebook pages I'd love to hear 'em!

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  • links for 2011-03-07

    - by Bob Rhubart
    DON CIO News: DON CIO Discusses Future IT Initiatives Audio links and a little background information on a recent town hall meetings hosted by Department of the Navy Chief Information Officer Terry Halvorsen. (tags: usgov usnavy cio enterprisearchitecture) Strassmann's Blog: Why So Many Data Centers? "The idea of datacenter consolidation involves much more that applying simple technical solutions." - Paul Strassmann (tags: enterprisearchitecture datacenter consolidation) Satyajith Nair: Coherence - The next big thing for the cloud!! "Disk-based computing is fraught with performance and management issues and doing away with Disks though not practical now, maybe true in the future. This also calls for a re-think of our current application architecture which is so focussed on disk-based persistence." - Satyajith Nair (tags: oracle infosys coherence grid cloud) TechCast: GlassFish Server and WebLogic - Interoperability and Integration - Oracle media - developer Fusion VP Development Anil Gaur and Product Manager Adam Leftik explain Oracle&#39;s strategy for creating increasing integration between GlassFish Server and Oracle WebLogic Server with an overview of new features and functionality for developers in GlassFish 3.1. (tags: ping.fm) Oracle Fusion and Oracle Fusion Applications : Overview | OracleApps Epicenter So WHAT IS ORACLE FUSION? People often get confuse with this term .To start with, it will be a good idea to know the difference between Fusion (tags: ping.fm) Marc Kelderman: OSB: Automatic update of Service Acounts Solution architect Marc Kelderman shares a work-around for using different Service Accounts for multiple environments. (tags: oracle otn sca bpel soa bpm servicebus) Perfect Integration 1 - Architectural Approach "First post in a series of 5-10, I will release all my views and opinions on the Art of Integration. I challenge you to disagree, and bash me with arguments and reasoning." -- Martijn Linssen (tags: enterprisearchitecture integration) Edwin Biemond: Set the Initial Focus on a component in a Page or a Fragment Edwin says: "This is not so hard to do, but sometimes it can be tricky to find the id of a component when you use regions ( Bounded Task Flows )." (tags: oracle otn oracleace java soa) Oracle Linux and Oracle Virtualization at Collaborate 2011 Information on more than 200 Oracle-hosted sessions with the latest insights and guidance from Oracle executives, product managers, and developers. (tags: oracle virtualization linux ioug oaug)

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  • How Do I Print Photos?

    - by Takkat
    Other than for Windows in Ubuntu there are no fancy utilities provided from printer manufacturers to print photos. I am aware of Gnome Photo Printer and of Photoprint, the first being easy to handle, the latter having more options. However I wonder if there are any other or maybe even better alternatives (including plugins) to perform the following tasks: Print photos in the best photo-resolution the driver offers Adjust paper size for standard values of photo papers Choose paper tray if the printer has more than one Print out multiple photos on one page including mixed sizes (grids) Multiple prints with same settings Borderless printing if the printer is capable of this Any additional options like pre-processing for color correction or noise reduction would be nice to have but are not so essential. Update According to this spec it seems not to so easy to accomplish the simple task of printing photos. Indeed all applications I have gone through have major drawbacks that make printing photos almost impossible. Below I will list what put me off using them for photo printing: Gnome Photo Printer: no thumbnails, no grids Photoprint: does not keep settings, GUI broken, no standard photo size, no thumbs Eye Of Gnome: no multiple pages, no grids Gimp + Images Grid Layout: far too many steps to finally find that prints are always different to their previews. F-Spot: no grids Picasa 3: no grids, very few fixed paper sizes, 300 dpi only flPhoto: strange GUI, no thumbs, no printer settings, did not print at all Windows: Ooops - everything works fine! But I want Ubuntu to do this! After half a pack of ink cartridges and half a pack of photo paper cards I am getting tired of testing. At least Gimp and Picasa looked promising but both don't keep their promise when it comes to printing. I'd already be happy to quickly print a few photos with EOG if bug #80220 was fixed - but it's still on "wishlist".

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  • How to diagnose and fix Kernel Panic Fatal Machine Check error?

    - by 0x4a6f4672
    I have got a new Samsung Series 7 laptop with dual boot setup for Windows 8 and Ubuntu 12.10. A fine machine comparable to a Macbook Pro. The Ubuntu installation was quite a hassle, but with the help of Boot Repair finally it seemed to work. Or so I thought. Windows 8 starts fine, but if I want to start Ubuntu regularly the following Machine Check Exception error occurs, quite similar to this one [Hardware Error] CPU 1: Machine Check Exception: 5 Bank 6 [Hardware Error] RIP !inexact! 33 <00007fab2074598a> [Hardware Error] TSC 95b623464c ADDR fe400 MISC 3880000086 .. [similar messages for CPU 2,3 and 0] .. [Hardware Error] Machine Check: Processor context corrupt Kernel panic - not syncing: Fatal Machine Check Rebooting in 30 seconds Kernel panic does not sound good. Then it starts to reboot, and the second boot trial often works. Is it a Kernel or driver problem? The laptop has an Intel Core i7 processor. I already deactivated Hyperthreading in the BIOS, but it does not seem to help :-( I also disabled the Execute Disable Bit (EDB) flag in the BIOS. EDB is an Intel hardware-based security feature that can help reduce system exposure to viruses and malicious code. Since I disabled it, the error did occur less frequently, but it still appears occasionally :-( It seems to be the same error as described here and here. Maybe a Samsung specific Kernel problem? A similar error also happens on a Samsung Ultrabook Series 9 (which seems to be kernel bugs 49161 and 47121). At my Samsung Series 7, it still occurs for instance during booting on battery after "Checking battery state". Perhaps anyone else has an idea? These Kernel Panic errors are reallly annoying..

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  • How do you author HDR content?

    - by Nathan Reed
    How do you make it easy for your artists to author content for an HDR renderer? What kinds of tools should you provide, and what workflows need to change, in going from LDR to HDR? Note that I'm not asking about the technical aspects of implementing an HDR renderer, but about best practices for creating materials and lighting in HDR. I've googled around a bit, but there doesn't seem to be much about this topic on the web. Can anyone point me to some good resources on this, or share their own experiences? Some specific points: Lighting - how can lighting artists pick HDR light colors? Do they have a standard LDR color picker and then a multiplier? Is the multiplier in gamma or linear space? Maybe instead of a multiplier it's a log-luminance? Or a physical brightness level, like the number of lumens? How will they know what multiplier/luminance/brightness is "correct" for a given light? Materials - how can texture artists make emissive color maps, such as neon signs, TV screens, skyboxes, etc? Can you paint one as a regular LDR (8-bit-per-channel) image and apply a multiplier (or log-luminance, etc.)? Are there cases where it's necessary to actually paint HDR images? If so, how do you go about this in Photoshop (or other software)?

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • Huawei E3276 LTE uplink slow in the routing Ubuntu, but not with other devices in the LAN

    - by Mytomi
    I have a Huawei E3276 LTE dongle (12d1:14fe - 12d1:1506) and a problem with the upstream speed. The problem is not only present with Ubuntu 14.04 LTS (64 bit workstation, kernel 3.16), but also with Raspbian Jessie for Raspberry PI (kernel 3.14). Upstream seems to be always limited to 5 Mbit/s whenever I check the speed from the Linux computer that I use as a LTE router. The other computers in the LAN always get about 10-15 Mbit/s upstream, even though the traffic is routed through the same Linux computer suffering from seemingly capped uplink. Downstream speed is always fine, 25 Mbit/s. I even installed Windows 7 in the same computer as Ubuntu and the speeds are 25 Mbit/s down, 15 Mbit/s up. So the problem is not with E3276 device itself or in the mobile subscription, but in the Huawei E3276 Linux compatibility. Maybe something in the kernel? I have made sure that the matter is not with iptables rules: the speed does not noticeably increase when iptables is disabled. Turning off IPv4 forwarding does not improve speed either. I'm not sure what settings and logs do help in debugging the situation. Please ask for more details, if you have a clue what might be wrong. Thanks, Mytomi

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