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  • Hosting and scaling a Facebook application in the cloud? [migrated]

    - by DhruvPathak
    We would be building a Facebook application in Django (Python), but still not sure of where to host it economically, and with a good provision to scale in case the app gets viral. Some details about the app: Would be HTML based like a website,using django as a framework. 100K is the number of expected pageviews in a day, if the app is viral. The users will not generate any media content, only some database data will be generated by them. It would be great if someone with more experience can guide on following points: A) Hosting on Google app engine or Amazon EC2 or some other cloud like RackSpace : Preferable points found in AppEngine were ease of deployment, cost effectiveness and easy scaling. For EC2: Full hold of the virtual machine,Amazon NoSQL and RDMBS database services in case we decide to use them. B) Does backend technology affect monthly cost? eg. would CPU and memory usage difference of Django over , for example , PHP framework like CodeIgnitor really make remarkable difference in running costs. (Here is the article that triggered this thought process : http://journal.dedasys.com/2010/01/12/rough-estimates-of-the-dollar-cost-of-scaling-web-platforms-part-i#comments) C) Does something like Heroku , which provides additional services over Amazon EC2, prove to be better than raw cloud management? It is not that we are trying for premature scaling, we just want to have a good start so that we are ready to handle unpredicted growth and scale.

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  • Oracle Solaris 11.1 available today

    - by user12611852
    Today Oracle is pleased to announce availability of Oracle Solaris 11.1. Download Solaris 11.1 Order Solaris 11.1 media kitExisting customers can quickly and simply update using the network based repository Highlights include: 8x faster database startup and shutdown and online resizing of the database SGA with a new optimized shared memory interface between the database and Oracle Solaris 11.1 Up to 20% throughput increases for Oracle Real Application Clusters by offloading lock management into the Oracle Solaris kernel Expanded support for Software Defined Networks (SDN) with Edge Virtual Bridging enhancements to maximize network resource utilization and manage bandwidth in cloud environments 4x faster Solaris Zone updates with parallel operations shorten maintenance windows New built-in memory predictor monitors application memory use and provides optimized memory page sizes and resource location to speed overall application performance. Learn more and share these valuable tools with your customers to enable them to move to Oracle Solaris 11.1 quickly. Many customers wait for the first update --now is the time to encourage them to install Oracle Solaris 11.1. Oracle Solaris 11.1 Data Sheet  What's New in Oracle Solaris 11.1 Oracle Solaris 11.1 FAQs Oracle Solaris 11 .1 Customer Presentation Oracle Solaris 11.1 is recommended for all SPARC T4 Systems and will soon be available preinstalled.

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  • How to animate the sprite along with action in Cocos2d?

    - by user1201239
    Cocos2d-android - I have an animation which has 5 Frames they are close cropped images. Now I want Sprite to do animation as well as Move in X direction.i.e. I have a player running which gets collided with obstacle and falls down .. Now I want sprite to run animation as well as moveBy in -ve x direction gameOverAnimation =CCSprite.sprite("gmovr00") gameOverAnimation.setAnchorPoint(0, 0); gameOverAnimation.setPosition(340.0f, 200.0f); addChild(gameOverAnimation,10); CCIntervalAction action1 = CCAnimate.action(mEndAnimation, false); action1.setDuration(1.0f); CCIntervalAction delay = CCDelayTime.action(0.68f); CCMoveBy actionBy = CCMoveBy.action(1.0f, CGPoint.ccp(-340,0)); CCIntervalAction seq1 = CCSpawn.actions(action1,actionBy); //CCSpawn spawn = CCSpawn.actions(action1, actionBy); CCSequence sequence1 = CCSequence.actions(seq1,CCCallFuncN.action(this,"gameOver")); gameOverAnimation.runAction(sequence1); Above code makes animation run first then moved in y direction Thanks for the help.. And can some one explaing me the concept of time with frame Animation or good example ?

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  • send music to upnp device from PC

    - by markrich
    I have a new Arcam AirDAC (http://www.arcam.co.uk/products,rSer...ACs,airDAC.htm) attached to my stereo which has upnp support. I would like to send audio from my 14.04 PC to the box itself and to this end installed Rygel upon my system to help but it hasn't. I have created a new sound device in PulseAudioPreferences and selected it from inidcator-sound-switcher but here I become stuck. The sound is heading to the new sound device as the volume can be seen to go up and down from PulseAudioVolumeControl but no sound comes from the stereo downstairs. The problem, as I see it, is the new device has no idea where to send the music as the Arcam hasn't been chosen from any program. So - I installed BubbleUPNP and Plex. My music has been imported into the later and the former can see both the Arcam as a Renderer and the Plex as the Media Server. Installing the BubbleUPNP program on my Android tablet allowed me to send music and all seemed good UNTIL I started playing AIFF and ALAC music and it all stopped. No suitable decoding device. So that scuppered that route. So here I am and stuck. How can I tell Ubuntu to use the Arcam as a renderer to play music through when the albums are played from Rhytmnbox, Tomahawk, Clementine or other? Clementine would be my preferred client as there is a usable remote control program for the tablet. Can anyone help me fix this or advice another way to do what I would like?

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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

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  • Windows 8.1 - unfixable grub

    - by Nick
    I have a Gigabyte laptop that came with secure boot and windows 8. After a bit of battling, I managed to get my dual boot with Ubuntu 13.10.. Anyway, I upgraded zindows to 8.1, now grub is gone. I restarted from a live CD and chrooted to my drive. I used boot-repair multiple times (with successful output) both in default and with some advanced options; also reinstalled grub manually... Each time it tries once to boot to grub but gives a message for a very short amount of time. I recorded it and it is a regular bios message "Rebbot and Select proper Boot device of Insert Boot media in selected boot device and press a key" I even tried something called EasyBCD under winblows, it shows the correct boot options, but same there, it is unable to make the linux partition fire up. Anyway, no way to boot my linux box. Does anyone have an idea how to fix this? No need to redirect me to another post with grub reinstall or boot-repair, seen them all... I am thinking of trying this other boot loader, refind, to see if it works http://www.rodsbooks.com/refind/index.html Also re-reading this bios message, I'm thinking my partition might not have a boot flag anymore... I'll try that too with parted. Although both grub and win 8 are supposed to fire up from the same boot partition (the EFI one) Please help! thx

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  • One-way platform collision

    - by TheBroodian
    I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will allow a player to jump onto them from underneath, but then will not allow players to fall through them once they are on top, which require some custom collision detection code. The code I have written so far isn't working, the character passes through it on the way up, and on the way down, stops for a moment on the platform, and then falls right through it. Here is the code to handle collisions with floating platforms: protected void HandleFloatingPlatforms(Vector2 moveAmount) { //if character is traveling downward. if (moveAmount.Y > 0) { Rectangle afterMoveRect = collisionRectangle; afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y); foreach (World_Objects.GameObject platform in gameplayScreen.Entities) { if (platform is World_Objects.Inanimate_Objects.FloatingPlatform) { //wideProximityArea is just a rectangle surrounding the collision //box of an entity to check for nearby entities. if (wideProximityArea.Intersects(platform.CollisionRectangle) || wideProximityArea.Contains(platform.CollisionRectangle)) { if (afterMoveRect.Intersects(platform.CollisionRectangle)) { //This, in my mind would denote that after the character is moved, its feet have fallen below the top of the platform, but before he had moved its feet were above it... if (collisionRectangle.Bottom <= platform.CollisionRectangle.Top) { if (afterMoveRect.Bottom > platform.CollisionRectangle.Top) { //And then after detecting that he has fallen through the platform, reposition him on top of it... worldLocation.Y = platform.CollisionRectangle.Y - frameHeight; hasCollidedVertically = true; } } } } } } } } In case you are curious, the parameter moveAmount is found through this code: elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float totalX = 0; float totalY = 0; foreach (Vector2 vector in velocities) { totalX += vector.X; totalY += vector.Y; } velocities.Clear(); velocity.X = totalX; velocity.Y = totalY; velocity.Y = Math.Min(velocity.Y, 1000); Vector2 moveAmount = velocity * elapsed;

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  • What sort of data should be sent for mouse-based movement in a multiplayer game?

    - by Daniel
    I'm new to the Multiplayer Rodeo here so please bear with me... I am just getting started and I'm trying to figure out how to deal with movement. I've looked at the question Best way to implement mouse-based movement in MMOG which gives me a pretty good idea, but I'm still struggling with what kind of data should be sent to the server. If a player is on position [x:0, y:0] and I click with the mouse on [x:40, y:40] to start movement, what information should I send to the server? Should I calculate the position based on velocity on client side and just send the expected location? Or should I send current location and velocity and direction? When the server is updating the clients on the players' whereabouts, should the position be sent only, and the clients expected to interpolate/predict movement, or can the direction sent from the client (instead of just coordinates) be used. My concern(or confusion) is regarding the ping/lag frequency of data update and use of a predictive algorithm, as I'd like the movement to be smooth even with a high latency, and prevent ability to cheat(though that's not the top priority).

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  • Android - big game universe

    - by user1641923
    I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc). I am starting to work on an Android game. It is going to be a 2D space shooter/RPG, and I am not going to use any game engines and any 3D party libs. I really want to create a very large game universe, or even pseudo-infinite (without visible borders, as if it were a 2D projection of a sphere). It should include 10-12 clusters of 7-8 planets/other space objects and random amount of single asteroids/comets, which player can interact with and also not interactive background. I am looking for a least complicated aproach to create such a universe. My current ideas are: Simply create bitmaps with space scenery background so that they can be tiled seamlessly repeated and construct my 2D universe of this tiles, then place interactive objects (planets, other spaceships) on it. Using vector graphics. I would have a solid color background, some random background objects and gradients here and there. My problems here: Lack of knowledge of how well vector graphics is integrated in Android. Performance? Memory usage? Does Android manage big bitmaps well? Do all of the bitmaps have to be in memory during all game process? I am interested in technical details regarding each of the ideas and a suggestion, which I should go with.

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  • How can I make this arcade-highscore game more fun/interesting?

    - by j-a
    I'm having difficulties getting the fun factor into this iPhone game, and I am looking for some ideas or advice. I was asked to generalize the question a bit. What are some techniques for arcade highscore games that can be applied to this game in order to: Make each second of the game fun and challenging, from the first second to the end of the game. Regardless of skill level. Make the player want to try again and again to beat the high score. Briefly about the game: you aim using your finger and pull the bow chord and release by lifting your finger. That part feels quite nice how the bow interacts with the finger. The game idea: hearts fall down and you get 1 pt for each heart you shoot. You start with a few arrows and every now and then a bag of arrow comes down which - if you hit it, you get more arrows. Once your out of arrows the game is over. So it is all about beating your previous high score or your friends high scores. Unfortunately I don't find it that fun. Thankful for any ideas/suggestions/thoughts on how to make it more fun/interesting.

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  • What is the recommended way to empty a SSD?

    - by Lekensteyn
    I've just received my new SSD since the old one died. This Intel 320 SSD supports TRIM. For testing purposes, my dealer put malware, err, Windows on it. I want to get rid of it and install Kubuntu on it. It does not have to be a "secure wipe", I just need the empty the disk in the mosy healthy way. I believe that dd if=/dev/zero of=/dev/sda just fills the blocks with zeroes and thereby taking another write (correct me if I'm wrong). I've seen the answer How to enable TRIM, but it looks like it's suited for clearing empty blocks, not wiping the disk. hdparm seems to be the program to do it, but I'm not sure if it clears the disk OR cleans empty blocks. From its manual page: --trim-sector-ranges For Solid State Drives (SSDs). EXCEPTIONALLY DANGEROUS. DO NOT USE THIS OPTION!! Tells the drive firmware to discard unneeded data sectors, destroying any data that may have been present within them. This makes those sectors available for immediate use by the firmware's garbage collection mechanism, to improve scheduling for wear-leveling of the flash media. This option expects one or more sector range pairs immediately after the option: an LBA starting address, a colon, and a sector count, with no intervening spaces. EXCEPTIONALLY DANGEROUS. DO NOT USE THIS OPTION!! E.g. hdparm --trim-sector-ranges 1000:4 7894:16 /dev/sdz How can I make all blocks appear as empty using TRIM?

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  • Finding the best practice for a game simulating tool

    - by Tougheart
    I'm studying Java right now, and I'm thinking of this tool as my practice project. The game is "League of Legends" in case anyone knows it, I'm not actually simulating the game as in simulating game play, I'm just trying to create a tool that can compare different champions to each other based on their own abilities and items bought inside the game. The game basics are: Every player has a champion in a team of 5 players playing against another team. Each champion has a different set of abilities (usually 4) that s/he uses to do damage to opposing champions. Each champion gets stronger by buying different items, increasing the attack it deals or decreasing the damage received. What I want to do is to create a tool to be used outside the game enabling players to try out different builds for their champions and compare the figures against other champions they usually fight against. The goal is to enable players get a deeper understanding of the different item combinations (builds) that can be used during the games, instead of trying them out in real games which can be somehow very time consuming. What I'm stuck at is the best practice I should follow to make this possible using Java, I can't figure out which classes should inherit from which, should I make champions and items specs in the code or extracted from other files, specially that I'm talking about hundreds of items and champions to use in that tool. I'm self studying Java, and I don't have much practice at it, so I would really appreciate any broad guidelines regarding this, and sorry if my question doesn't fit here, I tried to follow the rules. English isn't my native language, so I'm really sorry if I wasn't clear enough, I would be more than happy to explain anything that's not understood.

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  • Upcoming SOA BPM PS6 Workshops

    - by BPMWarrior
    Are you interested in learning about all of the new great features in SOA BPM PS6? There is a lot of excitement around the new WebForms, Process Player, Simulation and the new features in the BPM Composer.  During FY14 Q1 and Q2 there will be a number of SOA BPM Workshops available. Space is limited. Upcoming SOA BPM Workshop Schedule:   Ø July 15th – PS6 Roadshow w/Mythics in Sacramento Ø July 18th – PS6 Workshop for Sandia Labs Ø July 23rd - PS6 Workshop in Reston Ø Aug 5th & 6th – PS6 Workshop for Deloitte in Reston Ø Aug 13th – PS6 Workshop in Reston for PS SC’s & Specialists Ø Aug 20th - 21st – PS6 Roadshow in NYC and Albany, NY        August – PS6 Workshop for Booz Allen Hamilton – date to be confirmed     August – PS6 Workshop in Dallas/Austin – dates to be confirmed      Sept 17th - SOA BPM Overview Workshop for Executives in Ottawa     Sept 18th – PS6 Workshop in Ottawa     Oct 23rd – PS6 Workshop in Denver         For more information contact:               [email protected] or [email protected]  g  

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • Smoothing rotation

    - by Lewis
    I've spent the last three days trying to work out how to rotate a sprite smoothly depending on the velocity.x value of the sprite. I'm using this: float Proportion = 9.5; float maxDiff = 200; float rotation = fmaxf(fminf(playerVelocity.x * Proportion, maxDiff), -maxDiff); player.rotation = rotation; The behaviour is what I required but if the velocity changes rapidly then it will look like the sprite will jump to face left or jump to face right. I'll go into the behaviour in a little more detail: 0 velocity = sprite faces forwards negative velocity = sprite faces left depending on value. positive velocity = sprite faces right (higher velocity the more it faces right) same as above. I've read about using interpolation rather than an absolute angle to rotate it to but I don't know how to implement that. I have a physics engine available. There is one other way to get around this: to use += on the rotation angle. The thing is that I would then have to change the equation to produce positive and negative values then to make sure the sprite faces 0 once it reaches 0 velocity again. If I add that in now, it keeps the previous angle even after the velocity has dropped / is dropping. Any ideas/code snippets would be greatly appreciated.

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  • Client Side Prediction for a Look Vector

    - by Mike Sawayda
    So I am making a first person networked shooter. I am working on client-side prediction where I am predicting player position and look vectors client-side based on input messages received from the server. Right now I am only worried about the look vectors though. I am receiving the correct look vector from the server about 20 times per second and I am checking that against the look vector that I have client side. I want to interpolate the clients look vector towards the correct one that is server side over a period of time. Therefore no matter how far you are away from the servers look vector you will interpolate to it over the same amount of time. Ex. if you were 10 degrees off it would take the same amount of time as if you were 2 degrees off to be correctly lined up with the server copy. My code looks something like this but the problem is that the amount that you are changing the clients copy gets infinitesimally small so you will actually never reach the servers copy. This is because I am always calculating the difference and only moving by a percentage of that every frame. Does anyone have any suggestions on how to interpolate towards the servers copy correctly? if(rotationDiffY > ClientSideAttributes::minRotation) { if(serverRotY > clientRotY) { playerObjects[i]->collisionObject->rotation.y += (rotationDiffY * deltaTime); } else { playerObjects[i]->collisionObject->rotation.y -= (rotationDiffY deltaTime); } }

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  • Is it possible to use 3G internet for a TCP/IP game server?

    - by Amit Ofer
    I'm working on a turned based multiplayer android game with a friend. I started working on the game server and client using socket programming. I found a few tutorials on how to implement a basic chat on android and I started extending that example to suit my needs. Basically the game is really simple and the communication only include sending a few string from the client to the server every turn and sending the calculated scores back to all the clients after each turn. the idea is that one of the players creates the game and thus initialize the server, and each player connects to this client using ip. I tried this solution and it seems to work great when all the players are using the same wifi connection or by using router port forwarding. The problem is when trying to use 3G internet for the server, I guess the problem is that 3G ip address isn't global and you can't use port forwarding there, correct me if I'm wrong here. Is there a way to overcome this issue? or the only solution is to limit my game to wifi only or think of a different solution than the standard socket programming solution? I.E web server etc. what do you think would be the best approach here? Thanks.

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  • Spring Cleaning

    - by Tim Dexter
    I recently got a shiny new laptop; moving my shiz from old to new, was not the nightmare it used to be. I have gotten into the habit of using a second hard drive in the media bay where the CDROM normally sits. That drive contains my life's work with BIP. I can pull it out and plug it into another machine very easily. I have been sorting through some old directories and files, archiving some, sharing others with colleagues. For instance, a little dated but if you were looking for a list of Publisher reports available in EBS R12.1, here it is. Im trying to track down a more recent R12 instance and will re-post the document. I also found another gem; its a little out there in terms of usefulness but Im sharing it none the less. You can embed, locally or remotely reference SVG graphics (in XML format) and bring the images into the BIP outputs. Template and sample data here. A nice set of templates showing page number control and page suppression - they will need some explanation, so I'll save them for another post. The list goes on but I'll save them for later. Back to the clean up!

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  • How can I play 24Bit 96000Hz vinyl rips?

    - by Peter
    I am getting music through the Nvidia HDMI but it is all down-sampled to 44000Hz. I have spent at least 3 hours searching for an answer yesterday. I use Pulse Volume and I even changed the default settings in the Pulse folder to 96000 but it does not work. Though 5.1 sound works perfectly. They all work well in Windows 7, but I prefer to use Ubuntu. All the config files for all the programs are in the etc folder, then look in the pulse folder, and there are 3 three files, 2 of these I changed the permissions and I changed 16 and 44000 to 24 and 96000 as I had read in another forum, but it worked for them and not for me. Though 5.1 works as I have special mp4 file that can check each channel. I did alot of restarts and checking after these changes as nothing had happened, my amp tells me the freq of the signal, which does work which I have tested on Windows 7. I have also gone to systems to download the latest driver for mu Nvidia card. But even if it does not work, I guess I can always play Cd's. But I think my player have become more unstable since I changed the configs, so I may uninstall and install Pulse Volume Control again.

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  • Suggestion: ALLFILES option for RESTORE

    - by Greg Low
    The default action when performing a backup is to append to the backup file yet the default action when restoring a backup is to restore just the first file.I constantly come across customer situations where they are puzzled that they seem to have lost data after they have completed a restore. Invariably, it's just that they haven't restored all the backups contained within a single OS file. This happens most commonly with log backups but also happens when they have not restored the most recent database backup file.It is not trivial to achieve this within simple T-SQL scripts, when the number of backup files within the OS file is unknown. It really should be.I'd like to see a FILES=ALLFILES option on the RESTORE command. For RESTORE DATABASE, it should restore the most recent database backup plus any subsequent log files. For RESTORE LOG (which is the most important missing option), it should just restore all relevant log backups that are contained.If you agree, you know what to do: please vote:  https://connect.microsoft.com/SQLServer/feedback/details/769204/option-to-restore-all-backups-files-within-a-media-setAlternately, how would you write a T-SQL command to restore all log backups within a single OS file where the number of files is unknown? Would love to hear creative solutions because all the ones that I think of are pretty messy and need dynamic SQL. 

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  • Why is my disk full?

    - by Agmenor
    I installed Ubuntu 12.04 by doing a fresh install where there was previously Ubuntu 11.10. My computer warns me now that my disk is nearly full. After having run apt-get purge, run apt-get autoremove and emptied the Trash can, I still have this problem as shown by this screenshot of Gparted: The disk /dev/sda7 is indeed full. I ran the Disk Usage Analyzer (Baobab) and I am still not sure of what is happening: One of my hypothesis is that when installing Ubuntu 12.04, I didn't configure my disks well and the disk /dev/sda6 is not mounted well as /home. Is this the reason indeed? What should I do to verify this and then to get the things fixed? Here are a few additional details to answer the questions I received (thank you everybody): My home directory is not encrypted. The Backup utility (Déjà Dup) is not set for automatic backups. (I do it myself and manually.) After I mount /dev/sda6, the command df -h gives Filesystem Size Used Avail Use% Mounted on /dev/sda7 244G 221G 12G 96% / udev 3,9G 4,0K 3,9G 1% /dev tmpfs 1,6G 904K 1,6G 1% /run none 5,0M 0 5,0M 0% /run/lock none 3,9G 164K 3,9G 1% /run/shm /dev/sda6 653G 189G 433G 31% /media/8ec2fa69-039b-4c52-ab1b-034d785132a1 (sorry but formatting this into code does not work, for an unknown reason) Thanks to izx's post, I realized /dev/sda6 was not even mounted before. It contains all the documents I used to have when I was running Ubuntu 11.10.

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  • Should I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority?

    - by JonathonG
    Can I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority, and is it a good idea? Here's more info: I am about to begin work on porting a mid-sized game from Flash/AS3 to Java so that I can continue development with multi-threading capabilities. Here's a small bit of background about the game: The game contains numerous asynchronous activities, such as "world updating" (the game environment is constantly changing based on a set of natural laws and forces), procedural generation of terrain, NPCs, quests, items, etc., and on top of that, the effects of all of the player's interactions with his environment are programmatically calculated in real time, based on a set of constantly changing "stats" and once again, natural laws and forces. All of these things going on at once, in an asynchronous manner, seem to lend themselves to multi-threading very well. My question is: Can I build some kind of central engine that handles the "stacking" of all of these events as they are triggered, and dynamically sorts them out amongst the available threads, and would it be a good idea? As an example: Essentially, every time something happens (IE, a magic missile being generated by a spell, or a bunch of plants need to grow to their next stage), instead of just processing that task right then and adding the new object(s) to a list of managed objects, send a reference to that event to a core "event handler" that throws it into a stack of all other currently queued events, which then sorts them out and orders them according to urgency, splits them between a number of available threads for as-fast-as-possible multithreaded execution.

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  • The Real Value Of Certification

    - by Brandye Barrington
    I read a quote recently by Rich Hein of CIO.com "Certifications are, like most things in life: The more you put into them, the more you will get out." This is what we tell candidates all the time. The real value in obtaining a certification is the time spent preparing for the exam. All the hours spent reading books, practicing in hands-on environments, asking questions and searching for answers is valuable. It's valuable preparation for the exam, but it's also valuable preparation for your future job role and for your career. If your goal is just to pass an exam, you've missed a very important part of the value of certification.We receive so many questions through different forms of social media on whether or not certification will help candidates get jobs or get better jobs. Surveys conducted by us and by independent entities all point to the job and salary benefits of certification. However, a key part of that equation is whether a candidate can actually perform successfully in a job role. If preparation time was used to practice and learn and master new skills rather than to memorize a brain dump, the candidate will probably perform successfully in their job role, and job opportunities and higher salary will likely follow. Candidates who do not show that initiative, will not likely reap the full benefits of certification.Keep this in mind as you approach your next certification exam. You are preparing for a career, not an exam. This may help you to be more appreciative of the long hours spent studying!

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  • Good podcasting solution?

    - by burnso
    I simply ask for the best, most common and simple way to set up a podcast? Please, I need an answer so I can close this question? I run a joomla-based website for a small church and now need a simple, cheap and effective solution for an audio podcast. I am looking for a solution that will do the following: User uploads audio files to service (preferably not to our own site) that is cheap, fast and simple to use. Dropbox for example? Files are easily embeddable into Joomla website articles to be played on the spot (through simple-to-use and media player). Preferably through RSS feeds (to make it easy to update every week). Files are downloadable. Files are viewable on iPhones and other smartphones. Solution can be broadcasted via iTunes. Solution doesn't need a lot of extra, new third party software. I'd rather keep it simple and familiar than have it be a complete new system but with a steep learning curve. At the moment we use vimeo to host the podcast, through video files. But we'd like to move to something simpler that doesn't involve a series of difficult steps to upload the files to the web.

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