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  • Borrow Harry Potter’s eBooks from Amazon Kindle Owner’s Lending Library

    - by Rekha
    From June 19, 2012, Amazon.com customers can borrow All 7 Harry Potter books from Kindle Owner’s Lending Library (KOLL). The books are available in English, French, Italian, German and Spanish. Prime Members of Amazon owning Kindle, can choose from 145,000 titles. US customers can borrow for free with no due dates and also as frequently as a month. There are no limits on the number of copies available for the customers. Anyone can read the books simultaneously by borrowing them. The bookmarks in the borrowed books are saved, for the customers to continue reading where they stopped even when they re-borrow the book. Prime members also have the opportunity to enjoy free two day shipping on millions of items and  unlimited streaming of over 18,000 movies and TV episodes. Amazon has got an exclusive license from J.K. Rowling’s Pottermore. The series cost between $7.99 and $9.99 for the individual books. Pottermore’s investment on these books are compensated by Amazon’s large payment. Via Amazon. CC Image Credit Amazon KOLL.

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  • Check Your LIC Policy Status Through SMS

    - by Suganya
    Most of us in India hold at least one Life Insurance Policy today. While we all know everything gets computerized these days, LIC also supports payment via internet. You can view details about how payment is made through internet here. Few years back LIC started supporting SMS’es as well. Now you really don’t need to have internet rather check your LIC policy status while on road by sending just one SMS to 56677. Now that we know LIC answers to our SMS, lets see the format in which we have to send our SMS and their meaning. The format in which the SMS has to be sent is ASKLIC <Policy No> [PREMIUM/REVIVAL/BONUS/LOAN/NOM] Send any one of the following [PREMIUM/REVIVAL/BONUS/LOAN/NOM] to get the details. For instance, If you send ASKLIC <Policy No> Premium , it would return your Installment premium under policy ASKLIC <Policy No> Revival , it would check If policy is lapsed and return revival amount payable ASKLIC <Policy No> Bonus , it would check and return the amount of Bonus invested ASKLIC <Policy No> Loan , it would check and return the amount available as Loan ASKLIC <Policy No> NOM , it would check and return the details of Nomination Also, as everyone knows there are lots of pension schemes as well available in LIC and if one is interested in getting the pension details, then the format for sending the SMS is LICPension <Policy No> [STAT /ECDUE/ANNPD/PDTHRU/AMOUNT/CHQRET] For instance, If you send LICPension <Policy No> STAT gives you the IPP Policy status details LICPension <Policy No> ECDUE gives you the existence certificate due details LICPension <Policy No> ANNPD gives you the last annuity released date LICPension <Policy No> CHQ/ECS/NEFT (PDTHRU) gives the details about annuity payment through LICPension <Policy No> AMOUNT gives details about annuity amount LICPension <Policy No> CHQRET gives details about cheque return information Just with one SMS get all your policy details and make life easier. Each SMS that you send would be charged depending on your service provider. This article titled,Check Your LIC Policy Status Through SMS, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • The Oracle Retail Week Awards - most exciting awards yet?

    - by sarah.taylor(at)oracle.com
    Last night's annual Oracle Retail Week Awards saw the UK's top retailers come together to celebrate the very best of our industry over the last year.  The Grosvenor House Hotel on Park Lane in London was the setting for an exciting ceremony which this year marked several significant milestones in British - and global - retail.  Check out our videos about the event at our Oracle Retail YouTube channel, and see if you were snapped by our photographer on our Oracle Retail Facebook page. There were some extremely hot contests for many of this year's awards - and all very deserving winners.  The entries have demonstrated beyond doubt that retailers have striven to push their standards up yet again in all areas over the past year.  The judging panel includes some of the most prestigious names in the retail industry - to impress the panel enough to win an award is a substantial achievement.  This year the panel included the likes of Andy Clarke - Chief Executive of ASDA Group; Mark Newton Jones - CEO of Shop Direct Group; Richard Pennycook - the finance director at Morrisons; Rob Templeman - Chief Executive of Debenhams; and Stephen Sunnucks - the president of Gap Europe.  These are retail veterans  who have each helped to shape the British High Street over the last decade.  It was great to chat with many of them in the Oracle VIP area last night.  For me, last night's highlight was honouring both Sir Stuart Rose and Sir Terry Leahy for their contributions to the retail industry.  Both have set the standards in retailing over the last twenty years and taken their respective businesses from strength to strength, demonstrating that there is always a need for innovation even in larger businesses, and that a business has to adapt quickly to new technology in order to stay competitive.  Sir Terry Leahy's retirement this year marks the end of an era of global expansion for the Tesco group and a milestone in the progression of British retail.  Sir Terry has helped steer Tesco through nearly 20 years of change, with 14 years as Chief Executive.  During this time he led the drive for international expansion and an aggressive campaign to increase market share.  He has led the way for High Street retailers in adapting to the rise of internet retailing and nurtured a very successful home delivery service.  More recently he has pioneered the notion of cross-channel retailing with the introduction of Tesco apps for the iPhone and Android mobile phones allowing customers to scan barcodes of items to add to a shopping list which they can then either refer to in store or order for delivery.  John Lewis Partnership was a very deserving winner of The Oracle Retailer of the Year award for their overall dedication to excellent retailing practices.  The business was also named the American Express Marketing/Advertising Campaign of the Year award for their memorable 'Never Knowingly Undersold' advert series, which included a very successful viral video and radio campaign with Fyfe Dangerfield's cover of Billy Joel's 'She's Always a Woman' used for the adverts.  Store Design of the Year was another exciting category with Topshop taking the accolade for its flagship Oxford Street store in London, which combines boutique concession-style stalls with high fashion displays and exclusive collections from leading designers.  The store even has its own hairdressers and food hall, making it a truly all-inclusive fashion retail experience and a global landmark for any self-respecting international fashion shopper. Over the next few weeks we'll be exploring some of the winning entries in more detail here on the blog, so keep an eye out for some unique insights into how the winning retailers have made such remarkable achievements. 

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  • How important is it for a programmer to have an online presence?

    - by Jer
    I've noticed more and more mentions (both in posts here and in actual job descriptions) of programmers's "portfolios" - typically their public profiles on sites such as this, github, etc. How important is this, and would companies (startups in particular) reject (or immediately discard withouth even interviewing) otherwise outstanding candidates who don't have an online presence? Personally, I prefer to keep a very low profile online. My name here cannot identify me, and I have other handles for other sites. I have a very spartan (and completely private) Facebook page. I do code on my own but the code lives in local repositories. In general, the less information online about me, the better. I could see a designer needing some sort of online portfolio, but for a programmer, is this really a big negative when job-searching?

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  • Best practices for implementing collectible virtual item "packs"?

    - by Glenn Barnett
    I'm in the process of building a game in which virtual items can be obtained either by in-game play (defeating enemies, gaining levels), or by purchasing "packs" via microtransactions. Looking at an existing example like Duels.com's item packs, it looks like a lot of thought went into their implementation, including: Setting clear player expectations as to what can be obtained in the pack Limiting pack supply to increase demand and control inflation Are there other considerations that should be taken into account? For example, should the contents of the packs be pre-generated to guarantee the advertised drop rates, or is each drop rate just a random chance, and you could end up with higher or lower supply?

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  • Is browser fingerprinting a viable technique for identifying anonymous users?

    - by SMrF
    Is browser fingerprinting a sufficient method for uniquely identifying anonymous users? What if you incorporate biometric data like mouse gestures or typing patterns? The other day I ran into the Panopticlick experiment EFF is running on browser fingerprints. Of course I immediately thought of the privacy repercussions and how it could be used for evil. But on the other hand, this could be used for great good and, at the very least, it's a tempting problem to work on. While researching the topic I found a few companies using browser fingerprinting to attack fraud. And after sending out a few emails I can confirm at least one major dating site is using browser fingerprinting as but one mechanism to detect fake accounts. (Note: They have found it's not unique enough to act as an identity when scaling up to millions of users. But, my programmer brain doesn't want to believe them). Here is one company using browser fingerprints for fraud detection and prevention: http://www.bluecava.com/ Here is a pretty comprehensive list of stuff you can use as unique identifiers in a browser: http://browserspy.dk/

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  • Basic Connections Through Socket Server

    - by Walrus
    I'm designing a simple 2 player RTS with Stencyl, a program that uses blocks for coding. The current code updates lists whenever an actor moves (new X and Y), and I'd want the server to update the game state with each change to the list. However, to start off: I don't even know how to set up a socket server. Stencyl has taught me the basics of logic, but I've yet to learn any programming languages. I've downloaded a Smartfox 2X socket server that I'm intending to use. Right now I'm only looking to make baby steps; I want to do something to this effect: "When someone connects to the server, open insert file here". How can I do this? My intention is to have this file be the game client. Is this "open file when connected" method the best way to go about this? When answering: assume that I know nothing, because really, though I have done research (I know that UDPTCP for real time), implementation-wise I know nothing.

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  • jungledisk fails with libnotify error

    - by Angelo
    Has anyone had success getting the jungledisk application to work under Ubuntu? I installed it from the .deb file provided by jungledisk. The install goes fine, but I can't get the "jungle disk desktop" app to launch. It appears in the dash search bar, but doesn't launch or do anything upon selecting it. When I try the command line, I get the following... $ jungledisk -V -f Verbose mode enabled Shutting down... $ I get something more interesting with the following command ... something about libnotify.so $ junglediskdesktop -V -f junglediskdesktop: error while loading shared libraries: libnotify.so.1: cannot open shared object file: No such file or directory Does anyone have suggestions for what to try?

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  • Differences in documentation for sys.dm_exec_requests

    - by AaronBertrand
    I've already complained about this on Connect ( see #641790 ), but I just wanted to point out that if you're trying to make sense of the sys.dm_exec_requests document and what it lists as the commands supported by the percent_complete column, you should check which version of the documentation you're reading. I noticed the following discrepancies. I can't explain why certain operations are missing, except that the Denali topic was generated from the 2008 topic (or maybe from the 2008 R2 topic before...(read more)

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  • Differences in documentation for sys.dm_exec_requests

    - by AaronBertrand
    I've already complained about this on Connect ( see #641790 ), but I just wanted to point out that if you're trying to make sense of the sys.dm_exec_requests document and what it lists as the commands supported by the percent_complete column, you should check which version of the documentation you're reading. I noticed the following discrepancies. I can't explain why certain operations are missing, except that the Denali topic was generated from the 2008 topic (or maybe from the 2008 R2 topic before...(read more)

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  • Has a multi player graphic adventure* ever been made?

    - by Petruza
    By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, rpg, strategy, which makes this genre difficult to implement a multi-player feature. I'd like to know if there has been any attempts on doing such a thing, and if it would be viable, as players going offline or leaving a game in the middle would affect significantly the other players' game.

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  • jungledisk 3.16 doesn't launch

    - by Angelo
    Has anyone had success with jungledisk 3.16 on ubuntu 11.10? I installed it from the .deb file provided by jungledisk. The install goes fine, but I can't get the "jungle disk desktop" app to launch. It appears in the dash search bar, but doesn't launch or do anything upon selecting it. When I try the command line, I get the following... me@myComputer:~$ jungledisk -V -f Verbose mode enabled Shutting down... me@myComputer:~$ What's the deal here? Anybody else experience this? Does anyone have suggestions for what to try? I opened up a help-ticket with jungledisk, but they just asked me for which ubuntu version and which gui I was using and then went silent. I've used jungledisk since 2008 and had no problems. It is sad that it is not working on the new ubuntu for me. Should I just quit them and use dropbox or one? (those seem to be working)

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  • Identity verification

    - by acjohnson55
    On a site that I'm working on, I'm trying to find ways of enforcing a one-person, one-account rule. In general, we'd like to do this by providing options to authenticate users with third-party services that provide this assurance. For example, it's possible to authenticate with Facebook and check whether the user is considered "verified" by Facebook (which means they must have provided either a phone number or credit card). This is roughly the level of identity verification we require--we're not doing banking or anything like that. But we want to give the user options. My question is, who else, besides Facebook, provides this? (uncertain of the proper SE forum, please comment if there's a better SE site to ask this)

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  • Which game logic should run when doing prediction for PNP state updates

    - by spaceOwl
    We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) clients is processed as such: Figure out when the message was sent. Create a diff between NOW and that time. Run game specific logic to bring the received state to "current" time. I am wondering which sort of logic should execute as part of step #3 ? Our game is composed of a physical update (position, speed, acceleration, etc) and many other components that can update an object's state and occur regularly (locally). There's a trade off here - Getting the new state quickly or remaining "faithful" to the true state representation and executing the whole thing to predict the "true" state when receiving state updates from remote clients. Which one is recommended to be used? and why?

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  • How do client-server cooperation based games like Diablo 3 work?

    - by edgar
    Diablo 3 cooperates with Blizzard servers even during single player games. In fact, Blizzard has had problems with the games "melting their servers." I would like to ask: How do the client and the server communicate? What details does the client leave to the server, and vice versa? What details are redundant - both the client and the server know - and how often do they disagree? The previous paragraph contains the important questions, but I have a few more that I must explain my motivation towards. I am interested in the programming of botting. Ethical botting - I don't plan on actually abusing the automation to run 24/7. I just find it to be a great programming challenge to glean information from a game, and then make decisions from that information. I am stuck in the starting gate. The unofficial questions from this post would be: How can I make a bot (language, tools, libraries)? Can I get information through the communication between client and server, rather than the brute force pixel detection easily used in more static games? There probably is a trust issue, and to that all I can say is that I promise not to abuse the answers. But please feel free to answer any of the questions you feel comfortable with. Thank you!

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  • Has a multi player graphic adventure* ever been made?

    - by Petruza
    By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, rpg, strategy, which makes this genre difficult to implement a multi-player feature. I'd like to know if there has been any attempts on doing such a thing, and if it would be viable, as players going offline or leaving a game in the middle would affect significantly the other players' game.

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  • Multiplayer tile based movement synchronization

    - by Mars
    I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every move moves the sprite 32px (over time of course). Now, if I would simply send this move action to the server, which would broadcast it to all players, while the walk key is kept being pressed down, to keep walking, I have to take this next command, send it to the server, and to all clients, in time, or the movement won't be smooth anymore. I saw this in other games, and it can get ugly pretty quick, even without lag. So I'm wondering if this is even a viable option. This seems like a very good method for single player though, since it's easy, straight forward (, just take the next movement action in time and add it to a list), and you can easily add mouse movement (clicking on some tile), to add a path to a queue, that's walked along. The other thing that came to my mind was sending the information that someone started moving in some direction, and again once he stopped or changed the direction, together with the position, so that the sprite will appear at the correct position, or rather so that the position can be fixed if it's wrong. This should (hopefully) only make problems if someone really is lagging, in which case it's to be expected. For this to work out I'd need some kind of queue though, where incoming direction changes and stuff are saved, so the sprite knows where to go, after the current movement to the next tile is finished. This could actually work, but kinda sounds overcomplicated. Although it might be the only way to do this, without risk of stuttering. If a stop or direction change is received on the client side it's saved in a queue and the char keeps moving to the specified coordinates, before stopping or changing direction. If the new command comes in too late there'll be stuttering as well of course... I'm having a hard time deciding for a method, and I couldn't really find any examples for this yet. My main problem is keeping the tile movement smooth, which is why other topics regarding synchronization of pixel based movement aren't helping too much. What is the "standard" way to do this?

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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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  • How can I keep track of a battle log on a web game?

    - by Jay W
    Recently I started working on a Web turn-based PvP RPG game. Now I'm working on the battle system but I encountered some issues: How can I keep track of everything that happens in the battle? It should keep track of the characters on the field, inventory, the damage done etc. I first thought I would simply put it in the (MySQL) database, but I think it will be too much. Especially if several people are in a battle. I thought of puting this in sessions or cookies but I don't think thats reliable. Does anyone have an idea how I can do this?

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  • Syncing properties across a game server

    - by Vaughan Hilts
    I'm beginning to implement a simple scripting system into my networked server, and I've hit a snag. Before, I've been wrapping my calls into functions on objects that manipulate objects, but lately I've been finding this to be a pain for simple things. For example, if I set 'player.HP = 1'.. this works server-side. But the player side never sees this change unless I explicitly send a packet to inform the client. For many things like map swapping that require more complicated changes, like change X, Y, Map and do this.. I have a function. That's fine. But what about these small properties I want to sync?

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  • What Do Your Customers Want in an Online Experience?

    - by Christie Flanagan
    In a time where customers have an increasing number of choices and an increasing level of control over their relationships with brands, what matters most is engagement. In order to engage your customers online, you need to provide them with a relevant, interactive and multichannel experience.  Check out this video to see the kind of engaging online experience that Oracle WebCenter can power for your customers. Want to learn more?  Visit our Connected Customer Experience Resource Center to: See a demonstration of how easy it is for marketers and other non–technical business users to create and manage online experiences like the one above with Oracle WebCenter Sites Hear Ancestry.com describe how they use Oracle WebCenter Sites to deliver an online experience that converts site visitors into customers and keeps them coming back to learn more about their family histories Hear what analysts are saying about the exciting new and enhanced web experience management capabilities in Oracle WebCenter Sites 11g

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  • May volatile be in user defined types to help writing thread-safe code

    - by David Rodríguez - dribeas
    I know, it has been made quite clear in a couple of questions/answers before, that volatile is related to the visible state of the c++ memory model and not to multithreading. On the other hand, this article by Alexandrescu uses the volatile keyword not as a runtime feature but rather as a compile time check to force the compiler into failing to accept code that could be not thread safe. In the article the keyword is used more like a required_thread_safety tag than the actual intended use of volatile. Is this (ab)use of volatile appropriate? What possible gotchas may be hidden in the approach? The first thing that comes to mind is added confusion: volatile is not related to thread safety, but by lack of a better tool I could accept it. Basic simplification of the article: If you declare a variable volatile, only volatile member methods can be called on it, so the compiler will block calling code to other methods. Declaring an std::vector instance as volatile will block all uses of the class. Adding a wrapper in the shape of a locking pointer that performs a const_cast to release the volatile requirement, any access through the locking pointer will be allowed. Stealing from the article: template <typename T> class LockingPtr { public: // Constructors/destructors LockingPtr(volatile T& obj, Mutex& mtx) : pObj_(const_cast<T*>(&obj)), pMtx_(&mtx) { mtx.Lock(); } ~LockingPtr() { pMtx_->Unlock(); } // Pointer behavior T& operator*() { return *pObj_; } T* operator->() { return pObj_; } private: T* pObj_; Mutex* pMtx_; LockingPtr(const LockingPtr&); LockingPtr& operator=(const LockingPtr&); }; class SyncBuf { public: void Thread1() { LockingPtr<BufT> lpBuf(buffer_, mtx_); BufT::iterator i = lpBuf->begin(); for (; i != lpBuf->end(); ++i) { // ... use *i ... } } void Thread2(); private: typedef vector<char> BufT; volatile BufT buffer_; Mutex mtx_; // controls access to buffer_ };

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  • Is there an online tester for xPath selectors?

    - by alex
    I know there are some online regex evaluators.. very useful, matching in real time. They are like web applications of RegexBuddy. I was wondering if there is a similar thing for xPath selectors? I am just learning them and it would be valuable to me. Is there an online tester that allows you to input XML and then an xPath selector and match (live would be better, but I doubt someone has written a JavaScript interpreter?) them? Thanks

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