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  • Game Resource Generation

    - by Darthg8r
    I am currently building a game that has a "City" entity. These cities generate and consume resources such as food variably over a period of time. I need to be able query the server often to find exactly how much food the city at any given point. These queries can take place multiple times per minute. There could also be 400,000 cities to track at a given time. How would you handle tracking these resources? Would you do it in real time, keeping an instance of the city in memory on the server, with some sort of a snapshot in time of the resources, then computing the growth/consumption from that snapshot time for subsequent queries? Would you work exclusively with a database, using a similar "snapshoting" scheme? Maybe a mixture of the 2, caching recently queried cities in memory for a period of time? There is also a lot of other data that each city needs to track. A player can queue units to build in a barrack. The armies available in the city will need to be updated as units complete. I'm interested in everyone's input on where/when/how you'd manage the real time data.

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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • 2D tile-based terrain generation

    - by a240
    As a summer project I decided it would be fun to make a Flash game. Right now I'm going for something like the look of Terraria. It's been a lot of fun, but today I've hit a snag. I need a way to generate my worlds. I've read up Perlin noise as a possibility, but I my attempts have given me sporadic looking results. What are some techniques used to generate these 2D tile-based worlds? Ideally I would like to be able to generate mountains, plains, and caves.

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  • 2D Tile-based terrian generation

    - by a240
    As a summer project I decided it would be fun to make a flash game. Right now I'm going for something like the look of http://www.terraria.org/. It's been a lot of fun, but today I've hit a snag. I need a way to generate my worlds. I've read up Perlin Noise ( http://freespace.virgin.net/hugo.elias/models/m_perlin.htm ) as a possibility, but I my attempts have given me sporadic looking results. What are some techniques used to generate these 2D tile-based worlds? Ideally I would like to be able to generate mountains, plains, and caves.

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  • Physics-based dynamic audio generation in games

    - by alexc
    I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content in scene space. What I have in mind is something like a scene, with concrete floor, wooden table and glass on it. Now let's assume force pushes the glass towards the edge of table and then the glass falls onto the floor and shatters. The near-realistic glass destruction itself would be possible using voxels and good physics engine, but what about the sound the glass makes while shattering? I believe there is a way to generate that sound, because physics of sound is fairly known these days, but how computationaly costy that would be? Consumer hardware or supercomputers? Do any of you know some good resources/videos of such an experiment?

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  • My Generation Drivers DropdownList Empty

    - by hmloo
    I just installed MyGeneration 1.3.1 on my Windows Vista, and when I try to setup the default settings there are no drivers to select from. but it's OK in my Windows XP machine. At last I got the answers from search engine, it is caused by multi .Net Frameworks coexist and MyMeta.dll is registered by the .Net v2.0 while it should be registered with the .Net v4.0. So we have to manually register the dll. Please follow these steps: 1. Run Visual Studio Command Prompt (2010) with "Run as Administrator". 2. Enter the command "regasm.exe "C:\Program Files\MyGeneration13\MyMeta.dll" /tlb: MyMeta.tlb" 3. Exit Command Prompt when successfully registered. 4. Run MyGeneration and the proplem should be disapear. Hope this helps. Thanks for reading.

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  • Ubuntu 14.04 hangs at purple screen after it asks for my password

    - by user286030
    I have installed Ubuntu 14.04LTS onto a Toshiba Tecra M5. The install appears to have been successful but when it says "install complete restart your computer" the computer does not restart. It just sits there, then after a forced shut down Ubuntu appears to start, icons appear in the top right hand corner of the screen but after it asks for my password it just hangs up on the purple screen. Can anyone help ?

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  • Sun2Oracle: Upgrading from DSEE to the next generation Oracle Unified Directory

    - by Darin Pendergraft
    Mark your calendars and register to join this webcast featuring Steve Giovanetti from Hub City Media, Albert Wu from UCLA and our own Scott Bonnell as they discuss a directory upgrade project from Sun DSEE to Oracle Unified Directory. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Date: Thursday, September 13, 2012 Time: 10:00 AM Pacific Join us for this webcast and you will: Learn from one customer that has successfully upgraded to the new platform See what technology and business drivers influenced the upgrade Hear about the benefits of OUD’s elastic scalability and unparalleled performance Get additional information and resources for planning an upgrade Register Now!

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  • Using only password to authenticate user (no "username" field)

    - by Guy
    I am creating a client access system, to allow manage invoices, make payments, access information about their products and information/functionality alike. Supposedly there are less than 1000 clients. Would there be any security threat to use only password (UUID v4 strings) to authenticate user? My thoughts: There is virtually no probability of collision or success with brute-force attack. http://en.wikipedia.org/wiki/UUID#Random%5FUUID%5Fprobability%5Fof%5Fduplicates User friendly (one click go) It is not intended to be remembered

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  • Any ideas on reducing lag in terrain generation?

    - by l5p4ngl312
    Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm having. I will try to explain how I am doing this so that maybe someone can spot where I am going wrong. I know it should not be this laggy. There is the abstract class Block which right now just contains render(). BlockGrass, etc. extend this class and each has code in the render function to create a textured quad at the given position. Then there is the class Chunk which has the function Generate() and setBlocksInArea(). Generate uses 2D perlin noise to make a height map and stores the heights in a 2D array. It stores the positions of each block it generates in blockarray[x][y][z]. The chunks are 8x8x128. In the main game class there is a 3D array called blocksInArea. The blocks in this array are what gets rendered. When a chunk generates, it adds its blocks to this array at the correct index. It is like this so chunks can be saved to the hard drive (even though they aren't yet) but there can still be optimization with the rendering that you wouldn't have if you rendered each chunk separately. Here's where the laggy part comes in: When the camera moves to a new chunk, a row of chunks generates on the end of the axis that the camera moved on. But it still has to move the other chunks up/down in the blocksInArea (render) array. It does this by calculating the new position in the array and doing the Chunk.setBlocksInArea(): for(int x = 0; x < 8; x++){ for(int y = 0; y < 8; y++){ nx = x+(coordX - camCoordX)*8 ny = y+(coordY - camCoordY)*8 for(int z = 0; z < height[x][y]; z++){ blockarray[x][y][z] = Game.blocksInArea[nx][ny][z]; } } } My reasoning was that this would be much faster than doing the perlin noise all over again, but there are still little spikes of lag when you move in between chunks. Edit: Would it be possible to create a 3 dimensional array list so that shifting of chunks within the array would not be neccessary?

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  • Inexpensive generation of hierarchical unique IDs

    - by romaninsh
    My application is building a hierarchical structure like this: root = { 'id': 'root', 'children': [ { 'name': 'root_foo', 'children': [] }, { 'id': 'root_foo2', 'children': [ { 'id': 'root_foo2_bar', 'children': [] } ] } ] } in other words, it's a tree of nodes, where each node might have child elements and unique identifier I call "id". When a new child is added, I need to generate a unique identifier for it, however I have two problems: identifiers are getting too long adding many children takes slower, as I need to find first available id My requirement is: naming of a child X must be determined only from the state in their ancestors When I re-generate tree with same contents, the IDs must be same or in other words, when we have nodes A and B, creating child in A, must not affect the name given to children of B. I know that one way to optimize would be to introduce counter in each node and append it to the names which will solve my performance issue, but will not address the issue with the "long identifiers". Could you suggest me the algorithm for quickly coming up with new IDs?

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  • How to Plug a Small Hole in NetBeans JSF (Join Table) Code Generation

    - by MarkH
    I was asked recently to provide an assist with designing and building a small-but-vital application that had at its heart some basic CRUD (Create, Read, Update, & Delete) functionality, built upon an Oracle database, to be accessible from various locations. Working from the stated requirements, I fleshed out the basic application and database designs and, once validated, set out to complete the first iteration for review. Using SQL Developer, I created the requisite tables, indices, and sequences for our first run. One of the tables was a many-to-many join table with three fields: one a primary key for that table, the other two being primary keys for the other tables, represented as foreign keys in the join table. Here is a simplified example of the trio of tables: Once the database was in decent shape, I fired up NetBeans to let it have first shot at the code. NetBeans does a great job of generating a mountain of essential code, saving developers what must be millions of hours of effort each year by building a basic foundation with a few clicks and keystrokes. Lest you think it (or any tool) can do everything for you, however, occasionally something tosses a paper clip into the delicate machinery and makes you open things up to fix them. Join tables apparently qualify.  :-) In the case above, the entity class generated for the join table (New Entity Classes from Database) included an embedded object consisting solely of the two foreign key fields as attributes, in addition to an object referencing each one of the "component" tables. The Create page generated (New JSF Pages from Entity Classes) worked well to a point, but when trying to save, we were greeted with an error: Transaction aborted. Hmm. A quick debugger session later and I'd identified the issue: when trying to persist the new join-table object, the embedded "foreign-keys-only" object still had null values for its two (required value) attributes...even though the embedded table objects had populated key attributes. Here's the simple fix: In the join-table controller class, find the public String create() method. It will look something like this:     public String create() {        try {            getFacade().create(current);            JsfUtil.addSuccessMessage(ResourceBundle.getBundle("/Bundle").getString("JoinEntityCreated"));            return prepareCreate();        } catch (Exception e) {            JsfUtil.addErrorMessage(e, ResourceBundle.getBundle("/Bundle").getString("PersistenceErrorOccured"));            return null;        }    } To restore balance to the force, modify the create() method as follows (changes in red):     public String create() {         try {            // Add the next two lines to resolve:            current.getJoinEntityPK().setTbl1id(current.getTbl1().getId().toBigInteger());            current.getJoinEntityPK().setTbl2id(current.getTbl2().getId().toBigInteger());            getFacade().create(current);            JsfUtil.addSuccessMessage(ResourceBundle.getBundle("/Bundle").getString("JoinEntityCreated"));            return prepareCreate();        } catch (Exception e) {            JsfUtil.addErrorMessage(e, ResourceBundle.getBundle("/Bundle").getString("PersistenceErrorOccured"));            return null;        }    } I'll be refactoring this code shortly, but for now, it works. Iteration one is complete and being reviewed, and we've met the milestone. Here's to happy endings (and customers)! All the best,Mark

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  • How do history generation algorithms work?

    - by Bane
    I heard of the game Dwarf Fortress, but only now one of the people I follow on Youtube made a commentary on it... I was more than surprised when I noticed how Dwarf Fortress actually generates a history for the world! Now, how do these algorithms work? What do they usually take as input, except the length of the simulation? How specific can they be? And more importantly; can they be made in Javascript, or is Javascript too slow? (I guess this depends on the depth of the simulation, but take Dwarf Fortress as an example.)

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  • Oracle Enhances Cloud Management with New Third Generation Release of Oracle Enterprise Manager 12c

    - by Patrick Rood
    Introduces Advancements in Cloud Lifecycle and Operations Management and Expanded Partner Ecosystem Cloud adoption is on the rise across many industries as organizations are seeking the agility benefits inherent in cloud computing. However, private and public cloud service providers are not able to take full advantage of cloud because of inefficiencies in IT management. Oracle Enterprise Manager 12c Release 3 addresses these challenges with new enhancements for managing infrastructure, middleware, and applications, allowing IT service providers to be more agile while further reducing the costs and complexity of their cloud and enterprise IT environments. Read the full press release here. 

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  • Regex to String generation

    - by Mifmif
    Let's say that we have a regex and an index i , if we suppose that the set of string that match our regex are sorted in a lexicographical order, how could we get the i element of this list ? Edit : I added this simple example for more explanation : input : regex="[a-c]{1,2}"; index=4; in this case the ordered list of string that matches this regex contains those elements : a aa ab ac b ba bb bc c ca cb cc output : the 4th element which is ac ps: it's known that the string list that match the regex have infinite element, this doesn't have an impact on the proccess of extracting the element in the given index.

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  • Next Generation Traffic

    Web 2.0 changes the whole known scenario of how we see and use the web. It provides the ability to the user to create and manipulate data. Web 2.0 creates a brand new internet.

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  • Dynamic Query Generation : suggestion for better approaches

    - by Gaurav Parmar
    I am currently designing a functionality in my Web Application where the verified user of the application can execute queries which he wishes to from the predefined set of queries with where clause varying as per user's choice. For example,Table ABC contains the following Template query called SecretReport "Select def as FOO, ghi as BAR from MNO where " SecretReport can have parameters XYZ, ILP. Again XYZ can have values as 1,2 and ILP can have 3,4 so if the user chooses ILP=3, he will get the result of the following query on his screen "Select def as FOO, ghi as BAR from MNO where ILP=3" Again the user is allowed permutations of XYZ / ILP My initial thought is that User will be shown a list of Report names and each report will have parameters and corresponding values. But this approach although technically simple does not appear intuitive. I would like to extend this functionality to a more generic level. Such that the user can choose a table and query based on his requirements. Of course we do not want the end user to take complete control of DB. But only tables and fields that are relevant to him. At present we are defining what is relevant in the code. But I want the Admin to take over this functionality such that he can decide what is relevant and expose the same to the user. On user's side it should be intuitive what is available to him and what queries he can form. Please share your thoughts what is the most user friendly way to provide this feature to the end user.

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  • Public/Private Key Generation

    - by JacKeown
    I'm just learning about public key cryptography and I want to make a public key certificate for my web server so that I can use https. My server is hosted on some random free webhost that is practically impossible for anything...and so my question is this: Is there any harm in making my private key, public key, and public key certificate on my computer using openssl and then transferring it to the server? Thanks in advance. Also if there's anything else I'm missing, any help would be appreciated.

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  • Algorithm for procedural city generation?

    - by Zove Games
    I am planning on making a (simple) procedural city generator using Java. I need ideas on whan algorithm to use for the layout, and the actual buildings. The city will mostly have skyscrapers, not really much complex stuff. For the layout I already have a simple algorithm implemented: Create a Map with java.awt.Point keys and Integer values. Fill it with all the points in the city's bounds with the value as -1 (unnassigned) Shuffle the map, and assign the 1st 10 of the keys IDs (from 1-10) Loop until all points have IDs: Loop though all points: Assign points next to an assigned point IDs of the point next to them, if 2 or more points border the point, then randomly choose which ID the point will get. You will end up with 10 random regions. Make roads bordering these regions. Fill the inside of each region with a randomly spaced and randomly rotated grid PROBLEM: This is not the fastest way to do it. What algorithm should I use for the layout. And what should I use to make each building's design? I don't even know how I'm going to do that yet (fractals maybe). I just need some ideas, not actual code.

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  • Introducing Next-Generation Enterprise Auditing and Database Firewall Platform Webcast, 12/12/12

    - by Troy Kitch
    Join us, December 12 at 10am PT/1pm ET, to hear about a new Oracle product that monitors Oracle and non-Oracle database traffic, detects unauthorized activity including SQL injection attacks, and blocks internal and external threats from reaching the database. In addition, this new product collects and consolidates audit data from databases, operating systems, directories, and any custom template-defined source into a centralized, secure warehouse. This new enterprise security monitoring and auditing platform allows organizations to quickly detect and respond to threats with powerful real-time policy analysis, alerting and reporting capabilities. Based on proven SQL grammar analysis that ensures accuracy, performance, and scalability, organizations can deploy with confidence in any mode. You will also hear how organizations such as TransUnion Interactive and SquareTwo Financial rely on Oracle today to monitor and secure their Oracle and non-Oracle database environments. Register for the webcast here.

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