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  • php mp3 headers in google chrome

    - by David
    I have this in a php to show a mp3 file, it code works fine on firefox and explorer but in chrome it not work. The chrome player appears but no sound and not increases time $ext = strtolower(substr(strrchr($filename,"."),1)); $ctype="audio/mpeg"; header( 'Expires: Sat, 26 Jul 1997 05:00:00 GMT' ); header( 'Last-Modified: ' . gmdate( 'D, d M Y H:i:s' ) . ' GMT' ); header( 'Cache-Control: no-store, no-cache, must-revalidate' ); header( 'Cache-Control: post-check=0, pre-check=0', false ); header( 'Pragma: no-cache' ); header("Content-Type: $ctype"); header("Content-Length: ".$len);

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  • How do I pick the most beneficial combination of items from a set of items?

    - by Chu
    I'm designing a piece of a game where the AI needs to determine which combination of armor will give the best overall stat bonus to the character. Each character will have about 10 stats, of which only 3-4 are important, and of those important ones, a few will be more important than the others. Armor will also give a boost to 1 or all stats. For example, a shirt might give +4 to the character's int and +2 stamina while at the same time, a pair of pants may have +7 strength and nothing else. So let's say that a character has a healthy choice of armor to use (5 pairs of pants, 5 pairs of gloves, etc.) We've designated that Int and Perception are the most important stats for this character. How could I write an algorithm that would determine which combination of armor and items would result in the highest of any given stat (say in this example Int and Perception)?

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  • Getting facts from documents

    - by dotnetdev
    Hi, I want to be able to get all the facts from webpages. But these have to be related to coding, and not, for example, about something irrelevant. For example: The Engine renders at a decent speed. May be a fact but is not what I am interested in. If the same article states: A class is a reference type. (This is C#) Then I am interested in that as it is coding related. Has an algorithm like this ever been done? How hard would this be? I'm thinking AI would come into play here. Any advice sought. Thanks

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  • Header files in C++

    - by user269037
    Hi, I am making a simulator and have written lots of files and headers. The problem is whenever I include a file I give the relative path of the particular file. For example a typical code in my application would begin like ifndef AI_H define AI_H include include "../world/world.h" include "pathPlan.h" include "skills/tryskill.h" include "../info/condition.h" include "dataStructures/destination.h" include "../params/gamePlay.h" include "../modules/controlModule.h" class ai { public: etc etc I want to avoid using the relative paths. For example I want to directly include "tryskill.h" and "destination.h" without giving the absolute paths. That way I wont need to bother if I change the location of any particular file. I am using Ubuntu 9.10. Any help would be highly appreciated.

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  • how to force browser to re-request page after history.back()

    - by yellowred
    Hi, I've got two scripts: 1.php and 1.php. Here they are: 1.php <?php header('Pragma: no-cache'); header('Cache-Control: max-age=1; no-cache'); header('Expires: Tue, 1 May 1985 01:10:00 GMT'); header('ETag: "'.md5(rand(1, 1000)).'"'); print date('H:i:s'); ?> <a href="2.php">pay</a> 2.php <a href="javascript:history.back()">back</a> Visitor lands on 1.php and then goes to 2.php. I want browser to re-request 1.php after vistor's click on "back" link. On current state it doesn't work. How it can be managed?

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  • Shared memory of same DLL in different 32 bit processes is sometimes different in a terminal session

    - by KBrusing
    We have an 32 bit application consisting of some processes. They communicate with shared memory of a DLL used by every process. Shared memory is build with global variables in C++ by "#pragma data_seg ("Shared")". When running this application sometime during starting a new process in addition to an existing (first) process we observe that the shared memory of both processes is not the same. All new started processes cannot communicate with the first process. After stopping all of our processes and restarting the application (with some processes) everything works fine. But sometime or other after successfully starting and finishing new processes the problem occurs again. Running on all other Windows versions or terminal sessions on Windows server 2003 our application never got this problem. Is there any new "feature" on Windows server 2008 that might disturb the hamony of our application?

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  • Parsing C# Script into Java

    - by pantaryl
    I'm looking for a way to easily read in a C# file and place it into a Java Object for database storage (storing the class name, functions, variables, etc). I'm making a Hierarchical State Machine AI Building Tool for a game I'm creating and need to be able to import an existing C# file and store it in a database for retrieval in the future. Does anyone know of any preexisting libraries for parsing C# files? Something similar to JavaParser? Thanks everyone! EDIT: This needs to be part of my Java Project. I'll be loading in the C# files through my Java Application and saving it into my db4o database.

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  • JButtons don't imediatly change on mouse event

    - by out_sider
    I'm using the java swing library to develop a board game called DAO. The problem is that after the human player makes its move, by clicking on the JButton with the piece image that he wants to play, I call the computer AI routine but inside the mouse event function. By doing this only when the function returns, the computer ends its turn, do the JButtons refresh their Images (setIcon comes in). I'd like to know how can I force the JButtons to change their image at the moment they are clicked and not only when the mouse event function ends (as I need to handle data inside it). I've tried all of this myButtons[i][j].setIcon(xIcon); myButtons[i][j].revalidate(); myButtons[i][j].repaint(); myButtons[i][j].validate(); None worked. Thx in advance

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  • How can I avoid explicitly declaring directory paths in C or C++ #include directives?

    - by user269037
    Hi, I am making a simulator and have written lots of files and headers. The problem is whenever I include a file I give the relative path of the particular file. For example a typical code in my application would begin like #ifndef AI_H #define AI_H #include <cstdlib> #include "../world/world.h" #include "pathPlan.h" #include "skills/tryskill.h" #include "../info/condition.h" #include "dataStructures/destination.h" #include "../params/gamePlay.h" #include "../modules/controlModule.h" class ai { public: etc etc I want to avoid using the relative paths. For example I want to directly include "tryskill.h" and "destination.h" without giving the absolute paths. That way I wont need to bother if I change the location of any particular file. I am using Ubuntu 9.10. Any help would be highly appreciated.

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  • Is it possible for PHP to generate a fresh page on every Javascript history.go(-1) ?

    - by Ho
    Hello, I have a PHP page (a.php) which is already sending these headers: <?php header('Cache-Control: no-cache, no-store, max-age=0, must-revalidate'); header('Expires: Mon, 26 Jul 1997 05:00:00 GMT'); header('Pragma: no-cache'); ?> And on the PHP page (a.php) , it has a link to another page (b.html) on b.html, it has a javascript code to: <script type="text/javascript"> history.go(-1); </scirpt> It seems to me that, when the browser is "going back" to a.php,the content isn't fresh at all. Would you please advise me if generating a completely fresh page on history.go(-1) is possible? Thank you.

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  • C# background worker while loop

    - by Mike
    What i'm trying to create is a background worker that executes a few processes every 30seconds. But I want this while loop to execute for as long as the program is launched. here is what I am using: private void watcherprocess1() { backgroundWorker1.RunWorkerAsync(); } private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e) { while( Thread.Sleep(30000); specficView2(); makeFormlist2(); populateListview2(); } My main issue is ai can think of a good while loop to keep this running

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  • Row for each hour even if there is no record

    - by peku33
    I've got a trouble with creating mysql Query. My PHP script executes this query on each run: INSERT INTO Executes SET UserIp='%s' (%s is user IP) Executes table is: ExecuteId UNSIGNED BIGINT AI PRIMARY Date TIMESTAMP DEFAULT CURRENT_TIMESTAMP INDEX UserIp CHAR(24) ... | Some Columns I want to retrive number of Executes in each hour. The most obvious solution would be: SELECT COUNT(*) as ExecutesNum, DATE(Date) as D, HOUR(Date) as H GROUP BY D, H And it works, BUT it does not create rows for hours where there were no executes. What should I modify to get result like: 1 | 2012-09-01 | 14 **0 | 2012-09-01 | 15** 11 | 2012-09-01 | 16 1 | 2012-09-01 | 17

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  • PHP export to excel

    - by user1865240
    I'm having a trouble that I can't export japanese texts to excel (xls). I used the following codes: header('Content-type: application/ms-excel;charset=UTF-8'); header('Content-Disposition: attachment; filename='.$filename); header("Pragma: no-cache"); echo $contents; But in the excel file, the text changed to funny characters like this: é™?定ç‰? ã?¨ã??ã?¯ã??ã?£ã?†ã?ªã?¢å??犬ã?®ã?Œæ??ã? ’è??ã??ã?Ÿã?†ã?£ã??ã??ã??ã?? ï?? Currently, I'm using hostingmanager and I tried on the different server using the same codes and there's no problem. What could be the problem. Because of the PHP version?? Please help me. Thank you, Aino

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  • How can I make the small icon(16x16)?

    - by Cora
    Hi All, I found it difficult to make small icons look clear and clean. For instance, I made the 16x16 size icons, they looked ok in PS or AI, but after saved them as some other image types, they are not that clear at all. Is that because i used wrong color or wrong tools? I wonder if there are some special tools for making extremely small icons. So any options? How i can make them look more clear and clean? Thanks a lot!

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  • Resources such as libraries, engines and frameworks to make Javacript-based MMORTS? [closed]

    - by hhh
    I am looking for resources outlined to make a MMORTS with Javascript as the client-side, probably just a simple canvas for the frontend. The guy in the video here mentions that JavaScript is one of the most misunderstood language -- and I do believe that. I think one can make quite cool games with it in the future. So I am now proactively looking for resources and perhaps some ideas. My first idea contained Node.js, C and NetBSD/bozohttpd (or the-4-7-chars' *ix-thing with green-logo -thing, move the q here) but I acknowledge my beginner -style approach -- this issue is broad and not only for one person to make it all-the-time-improved project! So I think perfect for community to tinker. Some games and examples possibly easy to make into MMORTS BrowserQuest here under MPL 2.0 and its content licensed under CC-BY-SA 3.0 (source here) [proprietary] LoU here and built with JS/Qooxdoo/c#/Windows-Server/ISS/etc, source. MY ANSWER BEGINS HERE TO BE MOVED BELOW, REQUIRING RE-OPENING. PLEASE, VOTE TO OPEN IT -- HELP US TO TINKER! My answer Generic Is there an MMO-related research body? Although about Android, certain things also appropriate with JS -game: Are there any 2D gaming libraries/frameworks/engines for Android? Why is it so hard to develop a MMO? Browser based MMO Architecture MMO architecture - Highly Scalable with Reporting capabilities What are the Elements of an MMO Game? Is this the right architecture for our MMORPG mobile game? Looking for architectures to develop massive multiplayer game server Information on seamless MMO server architecture Game-mechanics (search) Question sounding like about LoU: What are the different ways to balance an online multiplayer game where user spend different amounts of time online? Building an instance system What are the different ways to balance an online multiplayer game where user spend different amounts of time online? Hosting is it possible to make a MMO starting with scalable hosting? Should I keep login server apart from game server? MMO techniques, algorithms and resources for keeping bandwidth low? MMO Proxy Server Javascript and Client-based things What do I need to do a MMORTS in JavaScript with small amount of Developers? How to update the monsters in my MMO server using Node.js and Socket.IO Are there any good html 5 mmo design tutorials? Networking Loadbalancing Questions Something about TCP, routers, NAT, etc: How do I start writing an MMO game server? Who does the AI calculations in an MMO? They need someone more knowledgable to work with, a lot of cases where the same words mean different things. Data Structures What data structure should I use for a Diablo/WoW-style talent tree? Game Engine Need an engine for MMO mockup Helper sites http://www.gamedev.net/page/index.html

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  • Cloud Computing : publication du volet 3 du Syntec Numérique

    - by Eric Bezille
    Une vision client/fournisseur réunie autour d'une ébauche de cadre contractuel Lors de la Cloud Computing World Expo qui se tenait au CNIT la semaine dernière, j'ai assisté à la présentation du nouveau volet du Syntec numérique sur le Cloud Computing et les "nouveaux modèles" induits : modèles économiques, contrats, relations clients-fournisseurs, organisation de la DSI. L'originalité de ce livre blanc vis à vis de ceux déjà existants dans le domaine est de s'être attaché à regrouper l'ensemble des acteurs clients (au travers du CRIP) et fournisseurs, autour d'un cadre de formalisation contractuel, en s'appuyant sur le modèle e-SCM. Accélération du passage en fournisseur de Services et fin d'une IT en silos ? Si le Cloud Computing permet d'accélérer le passage de l'IT en fournisseur de services (dans la suite d'ITIL v3), il met également en exergue le challenge pour les DSI d'un modèle en rupture nécessitant des compétences transverses permettant de garantir les qualités attendues d'un service de Cloud Computing : déploiement en mode "self-service" à la demande, accès standardisé au travers du réseau,  gestion de groupes de ressources partagées,  service "élastique" : que l'on peut faire croitre ou diminuer rapidement en fonction de la demande mesurable On comprendra bien ici, que le Cloud Computing va bien au delà de la simple virtualisation de serveurs. Comme le décrit fort justement Constantin Gonzales dans son blog ("Three Enterprise Principles for Building Clouds"), l'important réside dans le respect du standard de l'interface d'accès au service. Ensuite, la façon dont il est réalisé (dans le nuage), est de la charge et de la responsabilité du fournisseur. A lui d'optimiser au mieux pour être compétitif, tout en garantissant les niveaux de services attendus. Pour le fournisseur de service, bien entendu, il faut maîtriser cette implémentation qui repose essentiellement sur l'intégration et l'automatisation des couches et composants nécessaires... dans la durée... avec la prise en charge des évolutions de chacun des éléments. Pour le client, il faut toujours s'assurer de la réversibilité de la solution au travers du respect des standards... Point également abordé dans le livre blanc du Syntec, qui rappelle les points d'attention et fait un état des lieux de l'avancement des standards autour du Cloud Computing. En vous souhaitant une bonne lecture...

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  • Oracle Enterprise Innovation Days

    - by Lara Ermacora
    Si è tenuto lo scorso 10 e 11 novembre l'appuntamento con l'innovazione marcato Oracle. L' Oracle Enterprise Innovation Days, alla sua seconda edizione, ha portato a Bologna tutte le aziende che pensano all'innovazione come leva principale per difendere e rafforzare la propria competitività. All'interno di un panorama, come quello odierno, complesso ed eterogeneo si è discusso a lungo di approcci strategici, soluzioni possibili e sono state portate d'esempio alcune esperienze significative. Fra gli ospiti dell'evento Rajan Krishnan, Vice President, Applications Product Development and Product Management for EMEA, ha presentato le strategie applicative di Oracle aprendo così la discussione sulla tematica principale della sessione plenaria: Oracle Fusion Applications. Il suo intervento è stato subito seguito da Enrico Pagliarini, giornalista del sole 24 ore che ha intervistato 3 diverse coppie Partner / Cliente per approfondire con loro i progetti altamente innovativi a cui le loro aziende hanno collaborato.  Si è parlato di Enel Servizi Srl che grazie ad Accenture ha portato la soluzione Syebel Energy CRM alla sua attuale versione 8.0 per una migliore gestione dei clienti all'interno del mercato libero caratterizzato dalla sua alta competitività; Prysmian che, a fronte dell'acquisizione della società olandese Draka, insieme a Reply, ha deciso di rimodellare il processo di Reporting Civilistico e Gestionale di gruppo, creando una nuova applicazione che soddisfi i requisiti della nuova organizzazione nascente; Kinexia e Waste Italia precedentemente parte del gruppo Unendo e ora divisesi l'una nel mercato dei rinnovabili l'altra in quello dello smaltimento rifiuti che con l'aiuto di Deloitte si sono dotate della soluzione full outsourcing JDE, a seguito di  una sw selection tra JDE, SAP e altre soluzioni italiane.Durante la cena altri due momenti hanno attirato l'attenzione dei partecipanti: la presentazione di Michele Stroligo, giovanissimo  Designer Team Member Oracle Racing e i Reference Customer Award ovvero le premiazioni dei clienti che si sono contraddistinti come migliori referenze nei diversi mercati con diversi prodotti. I premi sono stati assegnati a: FIAT, Enel, Boiron Laboratoires, Champion Europe, Mediaset, Coeclerici. Il pomeriggio ha interessato invece vari percorsi di approfondimento declinati sulle diverse figure professionali concludendosi con la presentazione del Tenente Colonello Marco Lant delle Frecce Tricolori, esempio di eccellezza italiana noto in tutto il mondo. La giornata si è conclusa con la cena di gala nel famoso palazzo Re Enzo che troneggia sulla piazza principale della città.  La mattinata del secondo giorno è stata interamente dedicata all'approfondimento degli argomenti di maggior interesse attraverso tavoli interattivi e workshop a cura dei partner Oracle. L'evento si è poi concluso con una serie di iniziative culturali dedicate ai congressisti. A breve sarà disponibile il sito dedicato all'evento con tutte le foto della giornata, i video degli interventi più salienti, potrete inoltre scaricare tutte le presentazioni fatte durante i lavori. Rimani aggiornato sull'Oracle Enterprise Innovation Days 2011 visitando il blog! Strategie Applicative di Oracle - Rajan Krishnan bologna nov 2011 View more presentations from Oracle Apps - Italia .

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • Economic modelling - Resources for valuing goods

    - by Rushyo
    tl;dr: What economic/computer science books would you suggest for learning about economic valuation of goods and simulations thereof? I'm looking to create an economic model for a game based on goods created procedurally. Every natural resource and produced good would be procedurally generated, with certain goods being assigned certain uses. Fakesium might be used for the production of Weapon A and produced from Fakesium factories which use Dilithium and Widgets as reagents, where Widgets are also the product of Foo and Bar The problem is not creating the resources and their various production utlities - but getting the game's AI empires and merchants to correctly value the goods according to their scarcity, utility and production costs. I need to create a simulation of goods which allows the various game factions to assign a common value denominator (credits) to each resource, depending on how much its worth to that empire. I see the simulation being something like: "I have a high requirement for Weapon A. Since I don't have much of Fakesium, which is needed for Weapon A - I must have a high demand for Fakesium. If I can acquire Fakesium, devalue it. If not, increase its value - and also increase demand for Dilithium and Widgets too." This is very naive - because it may be much much cheaper for the empire to simply purchase Dilithium and Widgets directly rather than purchasing Fakesium, for example. Another example is two resources might allow the creation of Weapon A (Fakesium and Lieron), so we'd need to consider that. I've been scratching my head over the problem and it keeps growing. By the time the player joins the world, I'd expect enough iterations of this process to have occurred that prices would have largely normalised - and would then only trigger rarely to compensate for major changes (eg. if the player blows up the world's only Foo mine!) Could anyone suggest resources (books, largely) which outline this style of modelling, preferably in the context of simulations? Since this problem would never occur outside fantasy worlds, I figured this is probably the most likely place to find people who have encountered similar problems and I'm sure there's people who know of good places for Games Developers to start looking at less specific economic theory too. Additionally, does anyone know of any developers with blogs whose games or research applications perform similar modelling?

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  • Lubuntu: neither shut-down nor restart works

    - by Rantanplan
    aI have a freshly installed Lubuntu 14.04.1 (installed with forcepae option on a laptop with Pentium M processor). The only problem that I have found so far is that I cannot shut-down or restart the laptop. It always continues showing "Lubuntu" and some dots. Pressing Esc it says wait-for-state stop/waiting * Stopping rsync daemon rsync [OK] * Asking all remaining processes to terminate… [OK] * Killing all remaining processes… [fail] ModemManager [597] : <info> Caught signal, shutting down… ModemManager [597] : <info> ModemManager is shut down nm-dispatcher.action: Could not get the system bus. Make sure the message bus daemon is running! Message: Did not receive a reply. Possible causes: the remote application did not send a reply, the message bus security policy blocked the reply, the reply timeout expired, or the network connection was broken. * Deactivating swap… [OK] * Will now halt The cursor remains blinking but the only way to switch it off is to hold the power-off key pressed for some seconds. I tried sudo shutdown -h now, sudo halt and sudo poweroff resulting in the same problem. I also tried to add acpi=force in GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" in /etc/default/grub and run sudo update-grub; then, using the taskbar's shot-down button lead to a direct stop of the laptop equal to holding the power-off key pressed for some seconds. Next I followed the answer http://askubuntu.com/a/202481/288322. Now, I directly receive some messages during shut-down starting wait-for-state stop/waiting * Stopping rsync daemon rsync [OK] * Asking all remaining processes to terminate… [OK] [ 240.944277] INFO: task kworker/0:2:24: block for more than 120 seconds. [ 240.944461] Tainted: G S 3.13.0-34-generic #60-Ubuntu [ 240.944623] "echo 0 > /proc/sys/kernel/hung_tasks_timeout_secs" disables this message. followed by some more similar lines and then: * Killing all remaining processes… [fail] ModemManager [576] : <info> Caught signal, shutting down… nm-dispatcher.action: Caught signal 15, shutting down... ModemManager [576] : <info> ModemManager is shut down * Deactivating swap… [OK] * Will now halt [ 600.944276] INFO: task kworker/0:2:24: block for more than 120 seconds. [ 600.944458] Tainted: G S 3.13.0-34-generic #60-Ubuntu [ 600.944619] "echo 0 > /proc/sys/kernel/hung_tasks_timeout_secs" disables this message. Then, nothing more was coming during the next 5 minutes. If you know where can I find relevant error information, I will be happy to search for them.

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  • Are there deprecated practices for multithread and multiprocessor programming that I should no longer use?

    - by DeveloperDon
    In the early days of FORTRAN and BASIC, essentially all programs were written with GOTO statements. The result was spaghetti code and the solution was structured programming. Similarly, pointers can have difficult to control characteristics in our programs. C++ started with plenty of pointers, but use of references are recommended. Libraries like STL can reduce some of our dependency. There are also idioms to create smart pointers that have better characteristics, and some version of C++ permit references and managed code. Programming practices like inheritance and polymorphism use a lot of pointers behind the scenes (just as for, while, do structured programming generates code filled with branch instructions). Languages like Java eliminate pointers and use garbage collection to manage dynamically allocated data instead of depending on programmers to match all their new and delete statements. In my reading, I have seen examples of multi-process and multi-thread programming that don't seem to use semaphores. Do they use the same thing with different names or do they have new ways of structuring protection of resources from concurrent use? For example, a specific example of a system for multithread programming with multicore processors is OpenMP. It represents a critical region as follows, without the use of semaphores, which seem not to be included in the environment. th_id = omp_get_thread_num(); #pragma omp critical { cout << "Hello World from thread " << th_id << '\n'; } This example is an excerpt from: http://en.wikipedia.org/wiki/OpenMP Alternatively, similar protection of threads from each other using semaphores with functions wait() and signal() might look like this: wait(sem); th_id = get_thread_num(); cout << "Hello World from thread " << th_id << '\n'; signal(sem); In this example, things are pretty simple, and just a simple review is enough to show the wait() and signal() calls are matched and even with a lot of concurrency, thread safety is provided. But other algorithms are more complicated and use multiple semaphores (both binary and counting) spread across multiple functions with complex conditions that can be called by many threads. The consequences of creating deadlock or failing to make things thread safe can be hard to manage. Do these systems like OpenMP eliminate the problems with semaphores? Do they move the problem somewhere else? How do I transform my favorite semaphore using algorithm to not use semaphores anymore?

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  • Arrive steering behavior

    - by dbostream
    I bought a book called Programming game AI by example and I am trying to implement the arrive steering behavior. The problem I am having is that my objects oscillate around the target position; after oscillating less and less for awhile they finally come to a stop at the target position. Does anyone have any idea why this oscillating behavior occur? Since the examples accompanying the book are written in C++ I had to rewrite the code into C#. Below is the relevant parts of the steering behavior: private enum Deceleration { Fast = 1, Normal = 2, Slow = 3 } public MovingEntity Entity { get; private set; } public Vector2 SteeringForce { get; private set; } public Vector2 Target { get; set; } public Vector2 Calculate() { SteeringForce.Zero(); SteeringForce = SumForces(); SteeringForce.Truncate(Entity.MaxForce); return SteeringForce; } private Vector2 SumForces() { Vector2 force = new Vector2(); if (Activated(BehaviorTypes.Arrive)) { force += Arrive(Target, Deceleration.Slow); if (!AccumulateForce(force)) return SteeringForce; } return SteeringForce; } private Vector2 Arrive(Vector2 target, Deceleration deceleration) { Vector2 toTarget = target - Entity.Position; double distance = toTarget.Length(); if (distance > 0) { //because Deceleration is enumerated as an int, this value is required //to provide fine tweaking of the deceleration.. double decelerationTweaker = 0.3; double speed = distance / ((double)deceleration * decelerationTweaker); speed = Math.Min(speed, Entity.MaxSpeed); Vector2 desiredVelocity = toTarget * speed / distance; return desiredVelocity - Entity.Velocity; } return new Vector2(); } private bool AccumulateForce(Vector2 forceToAdd) { double magnitudeRemaining = Entity.MaxForce - SteeringForce.Length(); if (magnitudeRemaining <= 0) return false; double magnitudeToAdd = forceToAdd.Length(); if (magnitudeToAdd > magnitudeRemaining) magnitudeToAdd = magnitudeRemaining; SteeringForce += Vector2.NormalizeRet(forceToAdd) * magnitudeToAdd; return true; } This is the update method of my objects: public void Update(double deltaTime) { Vector2 steeringForce = Steering.Calculate(); Vector2 acceleration = steeringForce / Mass; Velocity = Velocity + acceleration * deltaTime; Velocity.Truncate(MaxSpeed); Position = Position + Velocity * deltaTime; } If you want to see the problem with your own eyes you can download a minimal example here. Thanks in advance.

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • SceneManagers as systems in entity system or as a core class used by a system?

    - by Hatoru Hansou
    It seems entity systems are really popular here. Links posted by other users convinced me of the power of such system and I decided to try it. (Well, that and my original code getting messy) In my project, I originally had a SceneManager class that maintained needed logic and structures to organize the scene (QuadTree, 2D game). Before rendering I call selectRect() and pass the x,y of the camera and the width and height of the screen and then obtain a minimized list containing only visible entities ordered from back to front. Now with Systems, originally in my first attempt my Render system required to get added all entities it should handle. This may sound like the correct approach but I realized this was not efficient. Trying to optimize It I reused the SceneManager class internally in the Renderer system, but then I realized I needed methods such as selectRect() in others systems too (AI principally) and make the SceneManager accessible globally again. Currently I converted SceneManager to a system, and ended up with the following interface (only relevant methods): /// Base system interface class System { public: virtual void tick (double delta_time) = 0; // (methods to add and remove entities) }; typedef std::vector<Entity*> EntitiesVector; /// Specialized system interface to allow query the scene class SceneManager: public System { public: virtual EntitiesVector& cull () = 0; /// Sets the entity to be used as the camera and replaces previous ones. virtual void setCamera (Entity* entity) = 0; }; class SceneRenderer // Not a system { vitual void render (EntitiesVector& entities) = 0; }; Also I could not guess how to convert renderers to systems. My game separates logic updates from screen updates, my main class have a tick() method and a render() method that may not be called the same times. In my first attempt renderers were systems but they was saved in a separated manager, updated only in render() and not in tick() like all other systems. I realized that was silly and simply created a SceneRenderer interface and give up about converting them to systems, but that may be for another question. Then... something does not feel right, isn't it? If I understood correctly a system should not depend on another or even count with another system exposing an specific interface. Each system should care only about its entities, or nodes (as optimization, so they have direct references to relevant components without having to constantly call the component() or getComponent() method of the entity).

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