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  • How to access File over the Network

    - by Polo
    Hi! I am having a hard time on this one, I have a folder over the network with public access (no credential restriction). I am trying to do a File.Exist or Directory.Exist and I keep on having a exception. Can someone tell me the good way to do IO over the network. EDIT 1 FOR DETAILS: if i do execture = \agoodip\Public\test.txt I get the file etc etc In my code it look like a basic Directory.Exist(@"\\agoodip\Public") or File.exist(@"\\agoodip\Public\test.txt") The exception I get is Path not found. EDIT 2 : I am using Silverlight 3, Is there any security pattern to be aware of to lookup file on the network? Thanks!

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  • Creating Discoverable Network Resources (.NET)

    - by Ady
    Is it possible to create a discoverable network resource in .NET? What I would like to acheive is a means of auto discovery for applications that run on a private network. The architecture will be similar to a client / server application, however the server could be any computer on the network. While the client would not be aware of the specific IP address that would be the server. I assume I would need some form of multicast, however not having used multicasting before I don't even know where to start. I guess when the client starts up it would broadcast an "is anyone there" message. Then each server could respond with details of their IP for future communication. Many Thanks, Ady

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  • What does it mean whether network device is Loopback?

    - by Gtker
    Does it mean that the Loopback device handles the request like ping localhost ? If so, there should be at least one device that's loopback,but seems none of my two network device is Loopback: rpcap://\Device\NPF_{45D5ADA0-095E-49F3-BEA1-E8754390F2D4} Description: Network adapter 'Intel(R) PRO/Wireless 2200BG Network Conne ction (Microsoft's Packet Scheduler) ' on local host Loopback: no rpcap://\Device\NPF_{783C5467-4026-473C-86A0-5E5A3708C624} Description: Network adapter 'Realtek RTL8169/8110 Family Gigabit Ethern et NIC (Microsoft's Packet Scheduler) ' on local host Loopback: no Can someone clarify all this?

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  • Adding a Network Loopback Adapter to Windows 8

    - by Greg Low
    I have to say that I continue to be frustrated with finding out how to do things in Windows 8. Here's another one and it's recorded so it might help someone else. I've also documented what I tried so that if anyone from the product group ever reads this, they'll understand how I searched for it and might try to make it easier.I wanted to add a network loopback adapter, to have a fixed IP address to work with when using an "internal" network with Hyper-V. (The fact that I even need to do this is also painful. I don't know why Hyper-V can't make it easy to work with host system folders, etc. as easily as I can with VirtualPC, VirtualBox, etc. but that's a topic for another day).In the end, what I needed was a known IP address on the same network that my guest OS was using, via the internal network (which allows connectivity from the host OS to/from guest OS's).I started by looking in the network adapters areas but there is no "add" functionality there. Realising that this was likely to be another unexpected challenge, I resorted to searching for info on doing this. I found KB article 2777200 entitled "Installing the Microsoft Loopback Adapter in Windows 8 and Windows Server 2012". Aha, I thought that's what I'd need. It describes the symptom as "You are trying to install the Microsoft Loopback Adapter, but are unable to find it." and that certainly sounded like me. There's a certain irony in documenting that something's hard to find instead of making it easier to find. Anyway, you'd hope that in that article, they'd then provide a step by step example of how to do it, but what they supply is this: The Microsoft Loopback Adapter was renamed in Windows 8 and Windows Server 2012. The new name is "Microsoft KM-TEST Loopback Adapter". When using the Add Hardware Wizard to manually add a network adapter, choose Manufacturer "Microsoft" and choose network adapter "Microsoft KM-TEST Loopback Adapter".The trick with this of course is finding the "Add Hardware Wizard". In Control Panel -> Hardware and Sound, there are options to "Add a device" and for "Device Manager". I tried the "Add a device" wizard (seemed logical to me) but after that wizard tries it's best, it just tells you that there isn't any hardware that it thinks it needs to install. It offers a link for when you can't find what you're looking for, but that leads to a generic help page that tells you how to do things like turning on your printer.In Device Manager, I checked the options in the program menus, and nothing useful was present. I even tried right-clicking "Network adapters", hoping that would lead to an option to add one, also to no avail.So back to the search engine I went, to try to find out where the "Add Hardware Wizard" is. Turns out I was in the right place in Device Manager, but I needed to right-click the computer's name, and choose "Add Legacy Hardware". No doubt that hasn't changed location lately but it's a while since I needed to add one so I'd forgotten. Regardless, I'm left wondering why it couldn't be in the menu as well.Anyway, for a step by step list, you need to do the following:1. From Control Panel, select "Device Manager" under the "Devices and Printers" section of the "Hardware and Sound" tab.2. Right-click the name of the computer at the top of the tree, and choose "Add Legacy Hardware".3. In the "Welcome to the Add Hardware Wizard" window, click Next.4. In the "The wizard can help you install other hardware" window, choose "Install the hardware that I manually select from a list" option and click Next.5. In the "The wizard did not find any new hardware on your computer" window, click Next.6. In the "From the list below, select the type of hardware you are installing" window, select "Network Adapters" from the list, and click Next.7. In the "Select Network Adapter" window, from the Manufacturer list, choose Microsoft, then in the Network Adapter window, choose "Microsoft KM-TEST Loopback Adapter", then click Next.8. In the "The wizard is ready to install your hardware" window, click Next.9. In the "Completing the Add Hardware Wizard" window, click Finish.Then you need to continue to set the IP address, etc.10. Back in Control Panel, select the "Network and Internet" tab, click "View Network Status and Tasks".11. In the "View your basic network information and set up connections" window, click "Change adapter settings".12. Right-click the new adapter that has been added (find it in the list by checking the device name of "Microsoft KM-TEST Loopback Adapter"), and click Properties.   

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Implement a vpn

    - by jackson
    I want to build an application client(client.exe) - server to do the following: when the clients run it they are thrown in a VPN and they can communicate each other within 1 applicataion. For example : clients run client.exe and they can see each other in LAN ONLY in Starcraft. From what i have read the right type of vpn for this situation is Secured Socket Tunneling Protocol: "Secure socket tunneling protocol, also referred to as SSTP, is by definition an application-layer protocol. It is designed to employ a synchronous communication in a back and forth motion between two programs. It allows many application endpoints over one network connection, between peer nodes, thereby enabling efficient usage of the communication resources that are available to that network. " Question: I don't have experience with networking programming so my question for the ones who have, is this the right approach? PS1: i don't want something done like OpenVpn, i do this as learning exercise. PS2: the application is targeting Windows and i plan to use .NET Thanks for reading the whole story, i am waiting for your replies.

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  • Continuous output in Neural Networks

    - by devoured elysium
    How can I set Neural Networks so they accept and output a continuous range of values instead of a discrete ones? From what I recall from doing a Neural Network class a couple of years ago, the activation function would be a sigmoid, which yields a value between 0 and 1. If I want my neural network to yield a real valued scalar, what should I do? I thought maybe if I wanted a value between 0 and 10 I could just multiply the value by 10? What if I have negative values? Is this what people usually do or is there any other way? What about the input? Thanks

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  • C++ networking simple send and receive

    - by Wallter
    I'm trying to link 10 computers together, the program i would like to write would have one 'control' computer. From what I've looked up this computer would take all the packets sent over the network and do a echo with them... right? The other computers would need to be able to send information (then echoed to the others) to the 'control' ... is there a easy! or simple way to do this? From what I've seen i want a non-blocking socket? I have looked into sockets and such but for an armature programmer like me, this seems like a daunting task :) I'm kind-of looking for an easy class implication that has a send() and an event driven recv(). I'm not going to be sending that much information over the network.

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  • Normal map applied as diffuse textures looks wrong

    - by KaiserJohaan
    Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I comment-out my normal map code and just set the diffuse map to the normal map and I get this: http://postimg.org/image/j9gudjl7r/ Looks like a smurf! This is the actual normal map of the main body: http://postimg.org/image/sbkyr6fg9/ Here is my fragment shader, notice I commented out normal map code so I could debug the normal map as a diffuse texture "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Here is my wrapper around a texture OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); GLint glTextureFormat = (textureFormat == TextureFormat::TEXTURE_FORMAT_RGB ? GL_RGB : textureFormat == TextureFormat::TEXTURE_FORMAT_RGBA ? GL_RGBA : GL_RED); glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } OpenGLTexture::~OpenGLTexture() { glDeleteBuffers(1, &mTexture); CHECK_GL_ERROR(mLogger); } And here is the sampler I create which is shared between Diffuse and normal textures // texture sampler setup glGenSamplers(1, &mTextureSampler); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameterf(mTextureSampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, mCurrentAnisotropy); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifDiffuseTexture"), OpenGLTexture::TEXTURE_UNIT_DIFFUSE); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifNormalTexture"), OpenGLTexture::TEXTURE_UNIT_NORMAL); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_DIFFUSE, mTextureSampler); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_NORMAL, mTextureSampler); CHECK_GL_ERROR(mLogger); SetAnisotropicFiltering(mCurrentAnisotropy); The diffuse textures looks like they should, but the normal looks so wierd. Why is this?

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  • sqlite over network share for failover

    - by reinier
    As a follow-up of this question: sqlite-over-a-network-share If I put the SQlite DB on a network share, but will not access it concurrently from different machines. I only have the SQLite db stored on a share so a cluster of failover computers can take over where one machine left off. Are there any inherent problems with that approach?

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  • Sources for news about network security

    - by chris.nullptr
    I am a software developer that wants to stay up-to-date on network security news. What are some of the best sources online for not only keeping tabs on newly discovered security vulnerabilities that may affect projects I'm working on, but also best-practices when developing network software. Please keep in mind that I am looking for sources that cater to the software developer not IT administration.

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  • UDP traffic effect on network performance

    - by user314536
    well, i have network that each proxy (lets assume we have 200 proxies), send UDP packages every constant amount of time. (let assume 10 seconds) to constant amount of hosts (lets assume 10) my question is how will 6 * 10 seconds * 200 proxies * 10 target hosts = 120,000 UDP roundtrip communication per minute will affect my network, in terms of available connections, speed, stability, UDP package loss rate etc... can anyone please refer me to some links on this issue ? thanks

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  • How do I create an ad hoc network in Windows 8?

    - by George Edison
    For the life of me, I can't figure out how to create an ad hoc wireless network in Windows 8. Here is what happens if I follow the steps from Windows 7: Right click the network icon and click "Network and Sharing Center": Click "Set up a new connection or network": Where is the option to create an ad hoc network? Therefore I have two related questions: Did I miss something? Is it in there somewhere and I just haven't found it yet? If this feature is not available, is there a tool somewhere I can use that provides this capability? Further information: I have an Intel Wireless WiFi 4965 AGN adapter. I tried the Intel PRO wireless tool and it didn't offer an ad hoc option.

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  • What are some topics you'd like to see covered in an 'Introduction to Network Security' book?

    - by seth.vargo
    I'm trying to put together a list of topics in Network Security and prioritize them accordingly. A little background on the book - we are trying to gear the text towards college students, as an introduction to security, and toward IT professionals who have recently been tasked with securing a network. The idea is to create a book that covers the most vital and important parts of securing a network with no assumptions. So, if you were a novice student interested in network security OR an IT professional who needed a crash course on network security, what topics do you feel would be of the upmost importance in such a text?

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  • How do I purge or empty Windows Explorer's network username and sharename cache?

    - by Abel
    While troubleshooting a Samba vs Windows Network issue, I noticed that Windows' Explorer remembers login credentials of remote shares, even if you ask it not to. For instance, after accessing a share using \\servername\sharename plus entering username/password and then closing Windows Explorer, adding the same share as a network drive gives the following message, regardless whether the username is the same or not: The network folder specified is currently mapped using a different user name and password. To connect using a different user name and password, first disconnect any existing mappings to this network share. Using NET USE does not show the share. After restarting the computer, I have no problems accessing the share using different credentials. But restarting just for testing other credentials is annoying, esp. while troubleshooting. How can I purge this cache, using Windows Vista? Note: using nbtstat -R[R], ipconfig /renew, killing explorer.exe or disabling / re-enabling the network card didn't help.

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  • storing data for maps database

    - by Timigen
    I am working on an application that displays choropleth maps. These maps are of all different types, some display state by county, country by state/province, or world by country. How should I handle storing the map information in the database? My Thoughts: I won't need to do queries to find POI inside a region, so I don't think there is a need to use spatial datatypes. I am considering storing a map as a geoJSON object (I am using JS mapping library that accepts geoJSON). The only issue is what if I want a map of the US northeast. Then I would have geoJSON for the US and a separate one for the US northeast, which would be redundant. Would it make sense to have a shape database where I had each state then when I needed a map of the US I could query for each state, and when I needed a map of the US Northeast I could again query for what I need? Note: I am not concerned with storing the data for each region, just the region itself. I will query for the data on the fly for the specific region.

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  • Microsoft Assessment and Planning (MAP) Toolkit 5.0 Beta

    - by Lara Rubbelke
    Do you know where SQL Server is installed - everywhere it is installed? Do you really know where SQL Server is installed? Are you looking for a tool that will help you discover any rogue instances so you can better manage these instances? The Beta 2 for the Microsoft Assessment and Planning (MAP) Toolkit 5.0 is now open. Join the beta review program and help influence the development of the toolkit. To participate, register for the MAP Toolkit 5.0 Beta 2 at Microsoft Connect. The MAP Toolkit 5.0...(read more)

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  • Microsoft Assessment and Planning (MAP) Toolkit 5.0 Beta

    - by Lara Rubbelke
    Do you know where SQL Server is installed - everywhere it is installed? Do you really know where SQL Server is installed? Are you looking for a tool that will help you discover any rogue instances so you can better manage these instances? The Beta 2 for the Microsoft Assessment and Planning (MAP) Toolkit 5.0 is now open. Join the beta review program and help influence the development of the toolkit. To participate, register for the MAP Toolkit 5.0 Beta 2 at Microsoft Connect. The MAP Toolkit 5.0...(read more)

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  • Hide individual regions on a territory map

    - by Paul
    I have a map of adjacent irregularly-shaped territories. It happens to be a county map, but that's not important. In the game, the player only sees a few to start, and as he progresses to new territories, the ones adjacent to it are revealed. It's a territory-scale fog-of-war. I'm using Unity3D, and my inclination is to make a set of planes, each of which has an image of a single territory on it, and then arrange them manually like a jigsaw puzzle. It then is fairly easy to respond to a click on each region and also to mark the planes as visible or invisible, or even do clever things like fade or zoom on individual regions. This sounds like an arduous task, and if we need to change the visual design of the territories, we'd have to cut up the main map all over again into each of the individual pieces. Does anyone have a more elegant solution to this problem?

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  • Better way to set up samba bridge?

    - by Adam Butler
    I have an old ubuntu laptop hooked up to between my wireless network and a wired media player box. I had previously shared my wireless network connection so the media player had internet access (ie. via nat) because it was a different subnet it could not access the file shares on the wireless network. To get around this I mounted the drives from the wireless network on the laptop and re-shared them with samba. This worked ok but had some drawbacks, it seemed slow and if network computers were turned off when the laptop rebooted I had to manually mount the shares. I've just re-installed with the latest ubuntu and was wondering if there is a better way to do this. Is there some way to bridge so the media player appears to be on the wireless network? Would this give better performance? Any other options? I'm also thinking there might be some samba options that could buffer files?

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  • Google I/O 2012 - A Master Class in Map Styling

    Google I/O 2012 - A Master Class in Map Styling Scott Shawcroft, Jonah Jones Custom Styled Maps allow developers to customize the look and feel of the underlying Google Maps tiles. This makes it really easy to make a great looking map. You can tailor your map to your message, to your color scheme, or to help emphasize your data. In this class, master maps designers will help you build beautiful, elegant styles that make your maps work for you. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 23 0 ratings Time: 38:21 More in Science & Technology

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  • Whole map design vs. tiles array design

    - by Mikalichov
    I am working on a 2D RPG, which will feature the usual dungeon/town maps (pre-generated). I am using tiles, that I will then combine to make the maps. My original plan was to assemble the tiles using Photoshop, or some other graphic program, in order to have one bigger picture that I could then use as a map. However, I have read on several places people talking about how they used arrays to build their map in the engine (so you give an array of x tiles to your engine, and it assemble them as a map). I can understand how it's done, but it seems a lot more complicated to implement, and I can't see obvious avantages. What is the most common method, and what are advantages/disadvantages of each?

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  • Collisions on complex map 2D

    - by waxx
    I'm currently thinking about collision and map system that I want to use in my next game and I'm kind of puzzled. Maps are going to be somewhat complex with lots of irregularities and thus tiling is out of question. I thought about an editor where you'd draw rectangles on the map that would represent areas that are collidable with and then saving such "collision map" with only black/white gfx. Or maybe should I save exact rectangles data with their x/y/width/height into some text file and go from there? What would you recommend? Thanks.

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