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  • Executable execution path. Does it depends of the place the executable is called from?

    - by Valkea
    as I'm still a new Linux user, I still discover some behaviours and I'm unable to tell if they are "normals" or not. I searched the Internet but as I can't really find an answer I guess it's time to ask here. Few weeks ago I installed a small game called "Machinarium" and I played it... but few days later when I wanted to continue my game I was unable to make the game start correctly. And as I didn't had the time to search I given up. But yesterday as I was working on a program of mine, I had the exactly same behaviour. So I searched a bit and I discovered that when using Nautilus with the "List view", I was able to run the program (ie: the program does find the sound, images etc resources) when I was literally "inside" the executable folder, but unable when I was in a parent folder and expanding it to the executable folder to run it. To illustrate the behaviour here are two screen shots. It doesn't works if the executable is double clicked from here It does works if the executable is double clicked from here This is indeed the same "place", but the Nautilus view is slightly different as the current folder is not the same and it seems to make a difference for the program. Furthermore, when I create a menu items via System Settings/Main Menu to the executable, it behaves just like if the executable can't find the resources (that's why I was unable to play Machinarium the second time as I created a menu short-cut after my first game). So I asked my program to generate a text file at it's root when running, and I started to launch it from different "parent" folders to see where is generated the text file. Each time the file was generated on the top folder of the current Nautilus view. I was expected to see it appears in the same folder of the executable (well not as I was guessing what as happening, but before that I would have expected to see it appears in the exe folder). Does anyone can explain me why it does works like this (I guess it's normal) ? How I'm supposed to solve this when creating programs (Should I detect the executable path in my C++ code or should I organize the resources files another way than on windows ?)

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  • Books / blogs that discuss service excellence? [closed]

    - by Bogdan Gavril
    I'm looking for information about service excellence topics such as: 0 downtime deployment how to deal with versioning (backward and forward compatibility) environment strategies (how many staging envs ? etc.) performance testing testing in production monitoring I am looking at the Microsoft stack, but the concepts should be the same everywhere. Do you have any recommendations of books or blogs on the subject? PS: I have found some good articles from I.M.Wright's "Hard Code" blog. Anything else?

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  • Why do some games randomly turn my screen a random solid color?

    - by Emlena.PhD
    When playing some games my computer will randomly have an error that I cannot fix without turning it off and back on again. The screen changes to one solid color, which varies (off the top of my head I can remember seeing solid green, magenta, etc..) and the sound blares a single tone. The sound sometimes briefly restores and I can still hear the game sounds and even hear and still be heard by people in my Mumble channel, but the screen doesn't right itself so I'm still blind. What's more is this happens in some games but not in others. While the game is actually running, not while I'm still in the menu. However, it does happen if I'm afk or idle but the game world is still rendering. Games where the error occurs: League of Legends World of Warcraft Trine The Sims 2 Dungeon Defenders Safe games: games where it has never occurred: Tribes: Ascend Star Wars: the Old Republic Battlefield 3 So relatively older games cause the problem while newer games do not? I cannot predict when it will happen, it just seems random. However, if it happens and I try playing the same game further after restart it does appear to occur more frequently after the first time. But if I switch to a safe game it doesn't continue happening. Both of my RAM sticks appear fine, flipped position or either one on their own and games still run, computer still boots. I would think over-heating, but then why not all games? ALso, sometimes it happens immediately after I start playing, within seconds of the 3D world booting up. I'm looking to upgrade very soon so I want to figure out what component or software is fubar and replace/repair it. Any suggestions or recommendations of tools would be helpful. Below is some system information. Dxdiag does not detect any problems. Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120305-1505) System Manufacturer: Gigabyte Technology Co., Ltd. System Model: EP45-UD3R BIOS: Award Modular BIOS v6.00PG Processor: Intel(R) Core(TM)2 Duo CPU E8500 @ 3.16GHz (2 CPUs), ~3.2GHz Memory: 4096MB RAM DirectX Version: DirectX 11 DxDiag Version: 6.01.7601.17514 64bit Unicode Graphics card name: NVIDIA GeForce GTX 285 Driver Version: 8.17.12.9610 (error has occurred w/several driver versions) Sound: I do not have a sound card, been using motherboard's built in sound)

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  • Configuring Full-Text Search for pdf and docx files

    - by Lukasz Kurylo
    I think in may I was creating a little filters module based on Full Text-Search. I have configured my dev machine, the same for two testing servers – in our company for internal testing before we deployed it to client, and then on the testing client server. Until last week this build  was still on the testing server and finally we got feedback that we can deploy it on the production one. I only say that, I lost half a day because I had not correctly remembered what I was doing to configure the FTS on the previous servers and I had no notes for that. I foolishly believed in my memory. Lesson learned.   For future reference a bunch of steps to configure the FTS for searching in *.pdf and *.docx files (and by the way in other Office files like *.xlsx).   1. From the page (link) download and install the *.pdf IFilter for FTS. 2. To the PATH global system variable add path to the catalog, where you installed the plugin. Default for this version is: C:\Program Files\Adobe\Adobe PDF iFilter 9 for 64-bit platforms\bin 3. From the page (link) download a FilterPackx64.exe and install it. 4. Now from SSMS execute the following procedures: -sp_fulltext_service 'load_os_resources',1 -sp_fulltext_service 'verify_signature', 0 5. Restart the server 6. Now we must check if the plugins are visible: -select document_type, path from sys.fulltext_document_types where document_type = '.pdf' -select document_type, path from sys.fulltext_document_types where document_type = '.docx' 7. If we see a result, then we can assume that everything is ok*. 8. Right now we can create a catalog for FTS and indexes on appropriate columns.     *I lost a lot of hours to find out, why the plugin for the *.pdf files wasn’t indexed any file in the database, but in the sys.fulltext_document_types table there was available a line for this plugin. After the deeper investigation I found that the *.pdf files actually were indexed. At least the EOF sign was added to the indexes and nothing more for each file. In the end the problem was that, I forgot to add the /bin in the path to the plugin in PATH variable..

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  • What is the difference between development and R&D?

    - by MainMa
    I was asked by a colleague to explain clearly the difference between ordinary development and research and development (R&D) and was unable to do it. After reading Wikipedia, I still don't have the precise answer. According to Wikipedia (slightly modified): There are two primary models: In one model, the primary function is to develop new products; in the other model, the primary function is to discover and create new knowledge about scientific and technological topics for the purpose of uncovering and enabling development of valuable new products, processes, and services. The first model is confusing. Does it mean that development (not R&D) consists exclusively in adding new features to a product, solving bugs and doing maintenance? What if something which was previously developed as a new feature becomes a separate product? The second model is less confusing, but still, how to qualify whether something is new knowledge or existent knowledge which is just rediscovered? Later, Wikipedia adds that ordinary development is different from R&D because of its: nearly immediate profit or immediate improvement. It's still not clear enough. How to qualify "nearly immediate profit"? What if a task has an immediate profit but requires heavy research? Or if it is basic but has uncertain profit, like the enforcement of a common style over the codebase? For example, does it belong to development or R&D to: Develop an engine which abstracts the access to the database, simplifying and shortening enormously the code of other applications (existent or ones which will be written in future) which should access to the database? Establish a new service-oriented architecture for the entire organization of company resources, in order to move from a bunch of separate and autonomous applications to a set of well-organized, interconnected web services, like what is used by Amazon? Design a new communication protocol to allow faster replication of data between two data centers of the company? Conceive a new type of software testing while working on a specific product, knowing that this type of testing will improve/simplify the testing process? Prove that Functional programming is more appropriate than OOP for a specific application, based on evidence, logic and previous experience? Enhance the existent application by adding gestures on tactile screens, after doing studies and testing that shows that those gestures improve the productivity of the users by a ratio of at least 1.4 for a precise set of tasks? Find a way to strongly enhance the Power usage effectiveness (PUE) of a data center? Create a Domain-Specific Language (DSL)? In short, how could I determine whether I'm doing R&D while working on something?

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  • Games at Work Part 1: Introduction to Gamification and Applications

    - by ultan o'broin
    Games Are Everywhere How many of you (will admit to) remember playing Pong? OK then, do you play Angry Birds on your phone during work hours? Thought about why we keep playing online, video, and mobile games and what this "gamification" business we're hearing about means for the enterprise applications user experience? In Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Jane McGonigal says that playing computer and online games now provides more rewards for people than their real lives do. Games offer intrinsic rewards and happiness to the players as they pursue more satisfying work and the success, social connection, and meaning that goes with it. Yep, Gran Turismo, Dungeons & Dragons, Guitar Hero, Mario Kart, Wii Boxing, and the rest are all forms of work it seems. Games are, in fact, work taken so seriously that governments now move to limit the impact of virtual gaming currencies on the real financial system. Anyone who spends hours harvesting crops on FarmVille realizes it’s hard work too. Yet games evoke a positive emotion in players who voluntarily stay engaged with games for hours, day after day. Some 183 million active gamers in the United States play on average 13 hours per week. Weekly, 5 million of those gamers play for longer than a working week (45 hours). So why not harness the work put into games to solve real-world problems? Or, in the case of our applications users, real-world work problems? What’s a Game? Jane explains that all games have four defining traits: a goal, rules, a feedback system, and voluntary participation. We need to look at what motivational ideas behind the dynamics of the game—what we call gamification—are appropriate for our users. Typically, these motivators are achievement, altruism, competition, reward, self-expression, and status). Common game techniques for leveraging these motivations include: Badging and avatars Points and awards Leader boards Progress charts Virtual currencies or goods Gifting and giving Challenges and quests Some technology commentators argue for a game layer on top of everything, but this layer is already part of our daily lives in many instances. We see gamification working around us already: the badging and kudos offered on My Oracle Support or other Oracle community forums, becoming a Dragon Slayer implementor of Atlassian applications, being made duke of your favorite coffee shop on Yelp, sharing your workout details with Nike+, or donating to Japanese earthquake relief through FarmVille, for example. And what does all this mean for the applications that you use in your work? Read on in part two...

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  • Is anyone doing "real" TDD with Visual-C++, and if yes, how do they do it?

    - by Martin
    Test Driven Development implies writing the test before the code and following a certain cycle: Write Test Check Test (run) Write Production Code Check Test (run) Clean up Production Code Check test (run) As far as I'm concerned, this is only possible if your development solution allows you to very quickly switch between the production and test code, and to execute the test for a certain production code part extremely quickly. Now, while there exist lots of Unit Testing Frameworks for C++ (I'm using Bost.Test atm.) it does seem that there doesn't really exist any decent (for native C++) Visual Studio (Plugin) solution that makes the TDD cycle bearable regardless of framework used. "Bearable" means that it's a one-click action to run a test for a certain cpp file without having to manually set up a separate testing project etc. "Bearable" also means that a simple test starts (linking!) and runs very quickly. So, what tools (plugins) and techniques are out there that make the TDD cycle possible for native C++ development with Visual Studio? Note: I'm fine with free or "commercial" tools. Please: No framework recommendations. (Unless the framework has a dedicated Visual Studio plugin and you want to recommend the plugin.) Edit Note: The answers so far have provided links on how to integrate a Unit Testing framework into Visual Studio. The resources more or less describe how to get the UT framework to compile and get your first Tests running. This is not what this question is about. I'm of the opinion that to really work productively, having the Unit Tests in a manually maintained(!), separate vcproj from your production classes will add so much overhead that TDD "isn't possible". As far as I am aware, you do not add extra "projects" to a Java or C# thing to enable Unit Tests and TDD, and for a good reason. This should be possible with C++ given the right tools, but it seems (this question is about) that there are very little tools for TDD/C++/VS. Googling around, I've found one tool, VisualAssert, that seems to aim in the right direction. However, afaiks, it doesn't seem to be in widespread use (compared to CppUnit, Boost.Test etc.). Edit: I would like to add a comment to the context for this question. I think it does a good summary of outlining (part of) the problem: (comment by Billy ONeal) Visual Studio does not use "build scripts" that are reasonably editable by the user. One project produces one binary. Moreover, Java has the property that Java never builds a complete binary -- the binary you build is just a ZIP of the class files. Therefore it's possible to compile separately then JAR together manually (using e.g. 7z). C++ and C# both actually link their binaries, so generally speaking you can't write a script like that. The closest you can get is to compile everything separately and then do two linkings (one for production, one for testing).

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  • Microsoft Seeks Beta Testers

    Microsoft recently announced that it was soliciting the help of Beta testers for the upcoming version of its Security Essentials program. Although the slots are limited for the testing, Microsoft did say that it plans to release Microsoft Security Essentials Beta to the general public by the end of this year. Becoming a part of the testing process not only allows you to see what Microsoft has up its sleeve in terms of enhanced security and performance, but you can also voice your opinions on the product to give the company suggestions on improvements to include prior to the final version's r...

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  • How to unit test with lots of IO

    - by Eric
    I write Linux embedded software which closely integrates with hardware. My modules are such as : -CMOS video input with kernel driver (v4l2) -Hardware h264/mpeg4 encoders (texas instuments) -Audio Capture/Playback (alsa) -Network IO I'd like to have automated testing for those functionalities, such as integration testing. I am not sure how I can automate this process since most of the top level functionalities I face are IO bound. Sure, it is easy to test functions individually, but whole process checking means depending on tons of external dependencies only available at runtime.

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  • Google I/O 2012 - YouTube API + Cloud Rendering = Happy Mobile Gamers

    Google I/O 2012 - YouTube API + Cloud Rendering = Happy Mobile Gamers Jarek Wilkiewicz, Danny Hermes YouTube is one of the top destinations for gamers. Many console developers already incorporate video recording and uploading directly into their titles, but uploading to YouTube from a mobile game presents a unique set of challenges. Come and learn how the YouTube API combined with cloud computing can help enable video uploads in your mobile game. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 100 0 ratings Time: 57:05 More in Science & Technology

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  • Problems with SAT Collision Detection

    - by DJ AzKai
    I'm doing a project in one of my modules for college in C++ with SFML and I was hoping someone may be able to help me. I'm using a vector of squares and triangles and I am using the SAT collision detection method to see if objects collide and to make the objects respond to the collision appropriately using the MTV(minimum translation vector) Below is my code: //from the main method int main(){ // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML OpenGL"); // Create a clock for measuring time elapsed sf::Clock Clock; srand(time(0)); //prepare OpenGL surface for HSR glClearDepth(1.f); glClearColor(0.3f, 0.3f, 0.3f, 0.f); //background colour glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); //// Setup a perspective projection & Camera position glMatrixMode(GL_PROJECTION); glLoadIdentity(); //set up a 3D Perspective View volume //gluPerspective(90.f, 1.f, 1.f, 300.0f);//fov, aspect, zNear, zFar //set up a orthographic projection same size as window //this mease the vertex coordinates are in pixel space glOrtho(0,800,0,600,0,1); // use pixel coordinates // Finally, display rendered frame on screen vector<BouncingThing*> triangles; for(int i = 0; i < 10; i++) { //instantiate each triangle; triangles.push_back(new BouncingTriangle(Vector2f(rand() % 700, rand() % 500), 3)); } vector<BouncingThing*> boxes; for(int i = 0; i < 10; i++) { //instantiate each box; boxes.push_back(new BouncingBox(Vector2f(rand() % 700, rand() % 500), 4)); } CollisionDetection * b = new CollisionDetection(); // Start game loop while (App.isOpen()) { // Process events sf::Event Event; while (App.pollEvent(Event)) { // Close window : exit if (Event.type == sf::Event::Closed) App.close(); // Escape key : exit if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape)) App.close(); } //Prepare for drawing // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0; i < 10; i++) { triangles[i]->draw(); boxes[i]->draw(); triangles[i]->update(Vector2f(800,600)); boxes[i]->draw(); boxes[i]->update(Vector2f(800,600)); } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(boxes[i]))); } } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(boxes[i]))); } } App.display(); } return EXIT_SUCCESS; } (ignore this line) //from the BouncingThing.cpp BouncingThing::BouncingThing(Vector2f position, int noSides) : pos(position), pi(3.14), radius(3.14), nSides(noSides) { collided = false; if(nSides ==3) { Vector2f vert1 = Vector2f(-12.0f,-12.0f); Vector2f vert2 = Vector2f(0.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); } else if(nSides == 4) { Vector2f vert1 = Vector2f(-12.0f,12.0f); Vector2f vert2 = Vector2f(12.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); Vector2f vert4 = Vector2f(-12.0f, -12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); verts.push_back(vert4); } velocity.x = ((rand() % 5 + 1) / 3) + 1; velocity.y = ((rand() % 5 + 1) / 3 ) +1; } void BouncingThing::update(Vector2f screenSize) { Transform t; t.rotate(0); for(int i=0;i< verts.size(); i++) { verts[i]=t.transformPoint(verts[i]); } if(pos.x >= screenSize.x || pos.x <= 0) { velocity.x *= -1; } if(pos.y >= screenSize.y || pos.y <= 0) { velocity.y *= -1; } if(collided) { //velocity.x *= -1; //velocity.y *= -1; collided = false; } pos += velocity; } void BouncingThing::setCollision(bool x){ collided = x; } void BouncingThing::draw() { glBegin(GL_POLYGON); glColor3f(0,1,0); for(int i = 0; i < verts.size(); i++) { glVertex2f(pos.x + verts[i].x,pos.y + verts[i].y); } glEnd(); } vector<Vector2f> BouncingThing::getNormals() { vector<Vector2f> normalVerts; if(nSides == 3) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); Vector2f ac = Vector2f((verts[2].x + pos.x) - (verts[0].x + pos.x), (verts[2].y + pos.y) - (verts[0].y + pos.y)); ac = flip(ac); ac.x *= -1; normalVerts.push_back(ac); return normalVerts; } if(nSides ==4) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); return normalVerts; } } Vector2f BouncingThing::flip(Vector2f v){ float vyTemp = v.x; float vxTemp = v.y * -1; return Vector2f(vxTemp, vyTemp); } (Ignore this line) CollisionDetection::CollisionDetection() { } vector<float> CollisionDetection::bubbleSort(vector<float> w) { int temp; bool finished = false; while (!finished) { finished = true; for (int i = 0; i < w.size()-1; i++) { if (w[i] > w[i+1]) { temp = w[i]; w[i] = w[i+1]; w[i+1] = temp; finished=false; } } } return w; } class Vector{ public: //static int dp_count; static float dot(sf::Vector2f a,sf::Vector2f b){ //dp_count++; return a.x*b.x+a.y*b.y; } static float length(sf::Vector2f a){ return sqrt(a.x*a.x+a.y*a.y); } static Vector2f add(Vector2f a, Vector2f b) { return Vector2f(a.x + b.y, a.y + b.y); } static sf::Vector2f getNormal(sf::Vector2f a,sf::Vector2f b){ sf::Vector2f n; n=a-b; n/=Vector::length(n);//normalise float x=n.x; n.x=n.y; n.y=-x; return n; } }; bool CollisionDetection::CheckCollision(BouncingThing & x, BouncingThing & y) { vector<Vector2f> xVerts = x.getVerts(); vector<Vector2f> yVerts = y.getVerts(); vector<Vector2f> xNormals = x.getNormals(); vector<Vector2f> yNormals = y.getNormals(); int size; vector<float> xRange; vector<float> yRange; for(int j = 0; j < xNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(xNormals[j], Vector2f(xVerts[i].x, xVerts[i].x))); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(xNormals[j], Vector2f(yVerts[i].x , yVerts[i].y))); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } float x3 = Min(xRange[0], yRange[0]); float y3 = Max(xRange[xRange.size() - 1], yRange[yRange.size() - 1]); float length = Max(x3, y3) - Min(x3, y3); } for(int j = 0; j < yNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(yNormals[j], xVerts[i])); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(yNormals[j], yVerts[i])); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } } return true; } float CollisionDetection::Min(float min, float max) { if(max < min) { min = max; } else return min; } float CollisionDetection::Max(float min, float max) { if(min > max) { max = min; } else return min; } On the screen the objects will freeze for a small amount of time before moving off again. However the problem is is that when this happens there are no collisions actually happening and I would really love to find out where the flaw is in the code. If you need any more information/code please don't hesitate to ask and I'll reply as soon as possible Regards, AzKai

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  • Portland Silverlight User Group: WP7 &amp; XNA &ndash; I survived.

    - by George Clingerman
    Last night I gave a talk to the Portland Silverlight User Group. http://www.portlandsilverlight.net/Meetings/Details/15 And I survived (which you should have probably already figured out since you’re reading this post AND that’s what I titled it…) Really though it was a fantastic time and I had a lot of fun! I was a little nervous getting ready for it, but I’m always a little nervous getting ready for things. I had the game all written,  I knew the general flow for what the talk was going to be. I read over Scott Hanselman’s 11 Top Tips for a Successful Technical presentation (which has become something I do EVERY time I’m preparing for a talk). I gave myself a brief list of points I wanted to make sure I covered or worked into the talk. But then I was ready and I waited. I hate the waiting. It makes me nervous. Once I was up in front of the room though with my laptop open and some XNA code in front of me, my nerves go away. Then I’m ready. I know XNA, I love talking about XNA and I love sharing what I know and hearing questions that make me think. And hopefully that came through while I was talking. I had a freaking blast. The swag went quickly (and I was even able to hand out some XNA 2.0 books that have been around forever!) and the pizza was been gobbled down. I started the talk at about 6:10 and managed to cover a very brief intro to programming against the game loop (it’s a different concept and one that seems to trip a lot of people up getting started with game development) and then rolled into making a basic 2D game for Windows Phone 7 using XNA. And I finished the whole thing before 8:30. Wahoo! I’m planning on posting the source code and assets on my site so those should be coming soon. And to make things even better, they recorded the whole thing on video so everyone will get to see me pretend I can speak! Just wait till you hear the new song I wrote for this talk…

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  • Recording Available: Oracle ETPM Performance Forum: "Scalability", Wednesday March 21st, at 1pm EST - 4:30pm EST

    - by Rick Finley
    Attached is the recording URL last months Oracle ETPM Performance forum meeting, from Wednesday, March 21st, at 1pm EST to 2:30pm EST.  The topic was “Scalability".  The topic focuses on an overview of important Scalability concetps, scalability testing and troubleshooting, and ETPM scalability characteristics we have seen in our benchmark testing.   Meeting Recording Playback URL:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=67420077&rKey=73798b44e06240dd 

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  • Plans for Certifying Oracle Database 12c with E-Business Suite

    - by Steven Chan (Oracle Development)
    The Oracle Database 12c is now officially released.  We're as excited about this new database release as you are.  In fact, we've been testing a wide variety of E-Business Suite releases and configurations with internal DB 12c betas for some time.  This testing is going well, but as usual, Oracle's Revenue Recognition rules prohibit us from discussing certification and release dates You're welcome to monitor or subscribe to this blog. I'll post updates here as soon as soon as they're available.   

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  • Animation Color [on hold]

    - by user2425429
    I'm having problems in my java program for animation. I'm trying to draw a hexagon with a shape similar to that of a trapezoid. Then, I'm making it move to the right for a certain amount of time (DEMO_TIME). Animation and ScreenManager are "API" classes, and AnimationTest1 is a demo. In my test program, it runs with a black screen and white stroke color. I'd like to know why this happened and how to fix it. I'm a beginner, so I apologize for this question being stupid to all you game programmers. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • wierd keyboard problem

    - by Sebastian
    just installed ubuntu on a acer extensa 5620 laptop. The keyboard works fine except when i want to type things that require me to use ctrl+alt+(any key), i can't use ctrl+alt+(any key) in any program, I can open terminal with ctrl+alt+t tho... and ctrl+(any key) and alt+(any key) seems to work. Also I just installed the game Heroes of Newerth and neither alt or ctrl key seems to work in the game. Any answer would be appreciated!

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  • My apps in the Windows 8 Store

    - by nmarun
    I have four apps in the Windows 8 store now. Logo Name Available since Description Knight’s Tour Nov 7 2012 Game – How many moves you can make with your Knight on a board alternatives To Oct 9 2012 App – Alternatives to a specified software on various platforms with different licenses Cows N Bulls Sept 7 2012 Game – Guess the four-letter word chosen by the computer Howzzat Book Aug 27 2012 App – Get ratings for a book from various sites all in one place...(read more)

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  • Iterator

    Imagine that you are game developer. Your game is war stategy. Army has complicated structure: it consists with Hero and three Groups. When King gives decree to treat all soldiers (Hero is also soldier) you want to iterate through all soldiers and call treat() method on each soldier instance. How ca

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  • Low FPS in some games, but hardware not fully used

    - by Mario De Schaepmeester
    I just did a little funny experiment in the game/sim "Train Simulator 2013". I normally have good FPS in it (around 30) at full settings. What I did was make a really, really long train so that the calculations the sim needed to make were enormous (the sim is quite realistic, it takes all things into account like speed/acceleration, G-forces, comfort levels, possible wheel slip and many more, and most of those things on each carriage seperately). This resulted in only 14FPS as reported by the game, but it felt more like 8FPS or so. I have a Logitech G15 keyboard which has an LCD, and it allows me to monitor CPU/RAM and video card load on it. The strange thing is, all CPU cores were busy, but the total load was only about 60% maximum at all times. The video card was only on 30% load (possibly an important note, the memory was full, which is however not unusual for the game in question). The RAM had plenty of room and there weren't many operations as it didn't grow or shrink much. I just have the feeling that the game would run smoother if it used more of my hardware power. Why is it not doing so? I had the same in another game, The Elder Scrolls: Morrowind when using more than 100 mods (that all use scripting) and a few high res texture mods, + a full-on graphics improvement program. The engine is very old (2003), and so I thought this might be the cause (not being optimised for multithreading). I had thought of possible causes, like: The operating system doesn't let the games use all the resources. It doesn't make use of multi-threading appropriately. To eliminate the former, I tried a CPU stress tool and that got 100% CPU juice as I let it run, so the OS is not the problem. I gave its thread the "higher" priority though. My actual question In both games, I did things the engine was not really built to do or support. Can those games' framerate be limited cause of their own engine not being able to cope? What is the real reason and more importantly, can I help it? And in any case, could something actually be wrong with my hardware? It's all reasonably new, a couple of months, and I (almost) never experience any other trouble. Modern and much more demanding games work absolutely fine. Specs CPU: AMD Phenom II 965 X4 @ 3.4gHz RAM: 8GB of DDR3 RAM Video: MSI GTX560 (nVidia chip) with 1GB of GDDR5 memory OS: Windows 7 Ultimate 64 bit Nothing overclocked.

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  • VLAN issues between linux kernels 2.6 / 3.3 in an ESX / Cisco environment

    - by David Griffith
    I shall attempt to explain an issue I have encountered - I have a VM running on esx 4.1 with an interface connected to VLAN800 via an access port on a cisco 3750. It runs linux - kernel 2.6.24, and has about 5 to 10 Mbit of chatter on 10.10.0.0/16 and various multicast addresses to look after. I needed to isolate certain devices from certain other devices on the network, with all of them having to talk to that one VM. No, the address space can't be separated, nor can the networks be easily vlan'd apart. The software on the VM listens to one interface only. Private vlans appear to be the way to go. So as a test, I built a bridge on the VM that globs together the vlans as needed. All good, everything works as expected. But occasionally (sigh) there's some latency that trips up a couple of profinet devices on the network because, you know, you're not really supposed to trunk real-time protocols around the place willy-nilly. I shift it to our test/backup server - works nicely, but I don't want it to be running on the test server as we muck around with that a lot. So I says to myself, "I'll put it on a new VM for testing and tweaking." I download a small linux distro with kernel 3.3, and install as a new VM with a the vlans as separate interfaces for testing. I power up the testing VM - ok. I bring up all the separate interfaces - ok. I can ping the production VM, see all sorts of traffic going past with tshark, etc. I build a bridge and put the primary vlan on it - the production VM running 2.6 immediately loses its multicast traffic - Unicast is fine. (?) I shut down the bridge - still no multicast traffic (!?) I power-cycle the production VM(!?!?) - multicast traffic returns. I trunk everything into the testing VM and create vlan interfaces under linux instead - same result, as soon as I start the bridge.... no multicast on the production VM. Ok, so I take a break and leave things alone. I decide to play with a couple of ubiquiti bullet radios - I'm testing various firmware as a side project. I flash a radio with Open-wrt-12.09. I enable a trunk on a port on a cisco on our network so I can muck around with multiple vlans and SSIDs I power up the radio and connect - ok. I create a vlan interface from the trunk.... the same vlan as the production VM wayyyyy over there, three cisco routers away. Ok. I bridge the vlan interface to the wifi interface and immediately get a phone call. The production VM has (suprise!) lost its multicast traffic. Again, nothing comes back until I power-cycle the VM. What the hell is going on?

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  • Which version of Debian are Ubuntu LTS releases based on?

    - by barnac1e
    This answer says: The base of the operating system, Debian, comes in three versions: Stable, Testing and Unstable. Normally, Ubuntu is based on Testing; the LTS releases are based on Stable. That cannot be true then for 12.04 because Debian Stable (Squeeze) is almost going to be old-stable, and it's obvious that the kernel versions in 12.04, packages, etc. cannot have come from Debian Squeeze. So then what other Debian Stable is there for Precise to be based on?

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  • Load Test Manifesto

    - by jchang
    Load testing used to be a standard part of the software development, but not anymore. Now people express a preference for assessing performance on the production system. There is a lack of confidence that a load test reflects what will actually happen in production. In essence, it has become accepted that the value of load testing is not worth the cost and time, and perhaps whether there is any value at all. The main problem is the load test plan criteria – excessive focus on perceived importance...(read more)

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  • Is Running programs by address common?

    - by dgood1
    I have read some of the things posted here and I keep reading about people running stuff like /foldername/executable -cmd NAME (was reading about a programmer using Eclipse, so he was testing something he made) I don't see things like that when I run things here (Ubuntu 12.04) because of the launcher and the Ubuntu button at the very top. That and Eclipse indigo has a button for running and testing things it makes. Just asking how and why it's common? (assuming it's the Terminal[Ctrl+alt+T] but I'm not sure)

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  • so disappointed at ubuntu 12.04 [closed]

    - by Min
    it's been almost a month I've installed ubuntu I can't afford windows cd anymore it is my fault that I didn't dual boot it but, it doesn't make sense in that I can't use my own graphic card in my own computer because certain company doesn't support the driver card for the OS it is seemingly ridiculous that I can't even run a simple 2d game or not even a flash game with this OS a video of 480 and up doesn't run for closely a month I've tried my best to run everything my computer spec provides, but nothing works. not even sound quality

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