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  • SQL SERVER – DMV – sys.dm_exec_query_optimizer_info – Statistics of Optimizer

    - by pinaldave
    Incredibly, SQL Server has so much information to share with us. Every single day, I am amazed with this SQL Server technology. Sometimes I find several interesting information by just querying few of the DMV. And when I present this info in front of my client during performance tuning consultancy, they are surprised with my findings. Today, I am going to share one of the hidden gems of DMV with you, the one which I frequently use to understand what’s going on under the hood of SQL Server. SQL Server keeps the record of most of the operations of the Query Optimizer. We can learn many interesting details about the optimizer which can be utilized to improve the performance of server. SELECT * FROM sys.dm_exec_query_optimizer_info WHERE counter IN ('optimizations', 'elapsed time','final cost', 'insert stmt','delete stmt','update stmt', 'merge stmt','contains subquery','tables', 'hints','order hint','join hint', 'view reference','remote query','maximum DOP', 'maximum recursion level','indexed views loaded', 'indexed views matched','indexed views used', 'indexed views updated','dynamic cursor request', 'fast forward cursor request') All occurrence values are cumulative and are set to 0 at system restart. All values for value fields are set to NULL at system restart. I have removed a few of the internal counters from the script above, and kept only documented details. Let us check the result of the above query. As you can see, there is so much vital information that is revealed in above query. I can easily say so many things about how many times Optimizer was triggered and what the average time taken by it to optimize my queries was. Additionally, I can also determine how many times update, insert or delete statements were optimized. I was able to quickly figure out that my client was overusing the Query Hints using this dynamic management view. If you have been reading my blog, I am sure you are aware of my series related to SQL Server Views SQL SERVER – The Limitations of the Views – Eleven and more…. With this, I can take a quick look and figure out how many times Views were used in various solutions within the query. Moreover, you can easily know what fraction of the optimizations has been involved in tuning server. For example, the following query would tell me, in total optimizations, what the fraction of time View was “reference“. As this View also includes system Views and DMVs, the number is a bit higher on my machine. SELECT (SELECT CAST (occurrence AS FLOAT) FROM sys.dm_exec_query_optimizer_info WHERE counter = 'view reference') / (SELECT CAST (occurrence AS FLOAT) FROM sys.dm_exec_query_optimizer_info WHERE counter = 'optimizations') AS ViewReferencedFraction Reference : Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL DMV, SQL Optimization, SQL Performance, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • Alternatives to Component Based Architecture?

    - by Ben Lakey
    Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what exists out there for architectures beyond this. Is this an example of component-based architecture? Or is this something else? What would that look like? What alternatives exist? public abstract class ComponentBase { protected final Collection<ComponentBase> subComponents = new LinkedList<ComponentBase>(); private boolean enableInput; private boolean isVisible; protected ComponentBase(boolean enableInput, boolean isVisible) { this.enableInput = enableInput; this.isVisible = isVisible; } public void render(Graphics2D graphics) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.isVisible()) { gameComponent.render(graphics); } } } public void input(InputData input) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.inputIsEnabled()) { gameComponent.input(input); } } } ... getters/setters ... public void update(long elapsedTimeMillis) { for(ComponentBase gameComponent : this.subComponents) { gameComponent.update(elapsedTimeMillis); } } }

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  • All day optimizer event....

    - by noreply(at)blogger.com (Thomas Kyte)
    I've recently taken over some of the responsibilities of Maria Colgan (also known as the "optimizer lady") so she can move onto supporting our new In Memory Database features (note her new twitter handle for that: https://twitter.com/db_inmemory ).To that end, I have two one day Optimizer classes scheduled this year (and more to follow next year!).  The first one will be Wednesday November 20th in Northern California.  You can find details for that here: http://www.nocoug.org/ .The next one will be 5,500 miles (about 8,800 km) away in the UK - in Manchester.  That'll take place immediately following the UKOUG technical conference taking place the first week of December on December 5th.  You can see all of the details for that here: http://www.ukoug.org/events/tom-kyte-seminar-2013/I know I'll be doing one in Belgrade early next year, probably the first week in April. Stay tuned for details on that and for more to come.

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • Wrong statistics in AUX_STATS$ might puzzle the optimizer

    - by Mike Dietrich
    We do recommend the creation of System Statistics for quite a long time. Since Oracle 9i the optimizer works with a CPU and IO cost based model. And in order to give the optimizer some knowledge about the IO subsystem's performance and throughput - once System Statistics are collected - they'll get stored in AUX_STATS$. For this purpose in the old Oracle 9i days some default values had been defined - and you'll still find those defaults in Oracle Database 11g Release 2 in AUX_STATS$. But these old values don't reflect the performance of modern IO systems. So it might be a good best practice post upgrade to create fresh System Statistics if you haven't done this before.  You can collect System Statistics with: exec DBMS_STATS.GATHER_SYSTEM_STATS('start'); and end it later by executing: exec DBMS_STATS.GATHER_SYSTEM_STATS('stop'); You could also run DBMS_STATS.GATHER_SYSTEM_STATS('interval', interval=>N) instead where N is the number of minutes when statistics gathering is stopped automatically. Please make sure you'll do this on a real workload period. It won't make sense to gather these values while the database is in an idle state. You should do this ideally for several hours. It doesn't affect performance in a negative way as the values are anyway collected in V$SYSSTAT and V$SESSTAT. And in case you'd like to delete the stats and revert to the old default values you'd simply execute:exec DBMS_STATS.DELETE_SYSTEM_STATS; The tricky thing in Oracle Database 11.2 - and that's why I'm actually writing this blog post today - is bug9842771. This leads to wrong values in AUX_STATS$ for SREADTIM and MREADTIM by factor 1000 guiding the optimizer sometimes into the totally wrong directon. The workaround is to overwrite these values manually and divide them by 1000. Use the DBMS_STATS.SET_SYSTEM_STATS procedure. See this MOS Note:9842771.8 for the above bug for some further information. This issue is fixed in Oracle Database 11.2.0.3 and above. To get some background information about the statistics collected in please read this section in the Oracle Database 11.2 Performance Tuning Guide. And gathering System Statistics might have some implication if you have mixed workloads - and interacts with DB_FILE_MULTIBLOCK_READ_COUNT. For more information please read section 13.4.1.2.

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  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

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  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • What to choose API based server or Socket based server for data driven application

    - by Imdad
    I am working on a project which has a Desktop Application for MAC/COCOA, a native application for iPhone another native application in iPad. All the application do almost same thing. The applications are data driven applications. Every communication to server is made via a restful API developed in PHP. When a user logs in a lot of data is fetched from server. And to remain in sync with server pooling is done. As there are lot of data to pool it makes application slower and un-reliable. A possible solution that comes into my mind is to use Socket based server. My question is that will it reasonably improve the performance? And which technology (of sockets) will be good as a server side solution for data driven application? I have heard a lot about Node.js. Please give your suggestions.

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  • Using Javascript in Google Web Optimizer Page Sections

    - by Chris S
    Is it possible to use Javascript in the content of a page section variation? I want different variations to make different Javascript function calls, so I have variation content like: Variation 1 <script type="text/javascript">my_func('abc');</script> Variation 2 <script type="text/javascript">my_func('def');</script> However, when I preview my page, I can't verify that my_func(content){ alert(content); } is actually being run. Does GWO not support JS content, or am I missing something?

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  • setting up Google Webpage Optimizer where text and conversion pages are the same

    - by Lukich
    Hi. I have a site where both landing and thank you page are index.php page with different content loaded dynamically. As I'm generating the javascript and trying to validate it, it gives me an error saying that JS is not installed on the thank you page, which makes sense, because its content is not loaded yet. I was wondering how I can circumvent this issue? Any suggestions? Thanks! Luka

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  • How to structure game states in an entity/component-based system

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something? EDIT: I might not have explained my framework well enough. My components are just data. If I was coding in C++, they'd probably be structs. Here's an example of one: public class BoundsComponent implements GameComponent { /** * The position of the game object. */ private Point pos_; /** * The size of the game object. */ private Dimension size_; /** * Constructor * Creates a new BoundsComponent for a game object with initial position * initialPos and initial size initialSize. The position and size combine * to make up the bounds. * @param initialPos The initial position of the game object. * @param initialSize The initial size of the game object. */ public BoundsComponent(Point initialPos, Dimension initialSize) { pos_ = initialPos; size_ = initialSize; } /** * Method: getBounds * @return The bounds of the game object. */ public Rectangle getBounds() { return new Rectangle(pos_, size_); } /** * Method: setPos * Sets the position of the game object to newPos. * @param newPos The value to which the position of the game object is * set. */ public void setPos(Point newPos) { pos_ = newPos; } } My components do not communicate with each other. Systems handle inter-component communication. My systems also do not communicate with each other. They have separate functionality and can easily be kept separate. The MovementSystem doesn't need to know what the RenderingSystem is rendering to move the game objects correctly; it just need to set the right values on the components, so that when the RenderingSystem renders the game objects, it has accurate data. The game state could not be a system, because it needs to interact with the systems rather than the components. It's not setting data; it's determining which functions need to be called. A GameStateComponent wouldn't make sense because all the game objects share one game state. Components are what make up objects and each one is different for each different object. For example, the game objects cannot have the same bounds. They can have overlapping bounds, but if they share a BoundsComponent, they're really the same object. Hopefully, this explanation makes my framework less confusing.

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  • Server cost for smartphone app with web service

    - by FrankieA
    Hello, I am working on a smartphone application that will require a backend web service - but I have absolutely clueless to how much it will cost. Web Service will handle: - login of users - cataloging of our user base - holding minimal profile information for users (the only binary data is a display picture which will be < 20k each) - performing some very minor calculation/algorithm before return results - All the above will be communicated to server from a smartphone (iPhone/BlackBerry/Android) Bandwidth Requirements: - We want to handle up to 10k users throughout the day. - I predict 10k * 50 HTTP requests a day = 500,000 requests a day * 30 = 15 million requests a month Space Requirements: - Data will be in SQL database. - I predict 1MB/user * 10k = 10GB + overhead. In other words - space is not a big issue. Software Requirements: (unless someone knows an alternative) - Windows Server 2008 + IIS - MSFT SQL Server Note: This is 100% new to me, so please hit me with all you got. Do I need Windows Server or are there alternative? Is it better to get multiple cheap servers to distribute load? Will Amazon S3 work for me? How about Windows Azure? Thank you!!

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  • How much does a computer actually cost?

    - by Cawas
    Ok, so when you buy a new notebook, you spend about $1 or $2 thousand with the OS included. When you make your own desktop machine you can get as low as $100 for a good one today, with not a single piece of software included. It can't be much lower, but it can go lot higher. People, including myself, tend to believe that's the price of a computer, but then there comes the softwares. I just stumbled upon a nice piece of application I could use myself, but it's very specific, very tiny, and most people would never bother about this. And it costs "just $12". That is a lot for something I may use just once or twice! OS upgrades, hardware malfunction, and your custom set of software actually raise the computer price quite a lot, thus this question: how much we pay in the end for our personal computers? I'd like to see some statistics on that. Maybe divided into 3 categories or something, but some data with averages, minimum and "maximum" costs would be very nice. Maybe a "cost per year" would be nice. Just wondering.

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  • Organising levels / rooms in a MUD-style text based world

    - by Polynomial
    I'm thinking of writing a small text-based adventure game, but I'm not particularly sure how I should design the world from a technical standpoint. My first thought is to do it in XML, designed something like the following. Apologies for the huge pile of XML, but I felt it important to fully explain what I'm doing. <level> <start> <!-- start in kitchen with empty inventory --> <room>Kitchen</room> <inventory></inventory> </start> <rooms> <room> <name>Kitchen</name> <description>A small kitchen that looks like it hasn't been used in a while. It has a table in the middle, and there are some cupboards. There is a door to the north, which leads to the garden.</description> <!-- IDs of the objects the room contains --> <objects> <object>Cupboards</object> <object>Knife</object> <object>Batteries</object> </objects> </room> <room> <name>Garden</name> <description>The garden is wild and full of prickly bushes. To the north there is a path, which leads into the trees. To the south there is a house.</description> <objects> </objects> </room> <room> <name>Woods</name> <description>The woods are quite dark, with little light bleeding in from the garden. It is eerily quiet.</description> <objects> <object>Trees01</object> </objects> </room> </rooms> <doors> <!-- a door isn't necessarily a door. each door has a type, i.e. "There is a <type> leading to..." from and to are references the rooms that this door joins. direction specifies the direction (N,S,E,W,Up,Down) from <from> to <to> --> <door> <type>door</type> <direction>N</direction> <from>Kitchen</from> <to>Garden</to> </door> <door> <type>path</type> <direction>N</direction> <from>Garden</type> <to>Woods</type> </door> </doors> <variables> <!-- variables set by actions --> <variable name="cupboard_open">0</variable> </variables> <objects> <!-- definitions for objects --> <object> <name>Trees01</name> <displayName>Trees</displayName> <actions> <!-- any actions not defined will show the default failure message --> <action> <command>EXAMINE</command> <message>The trees are tall and thick. There aren't any low branches, so it'd be difficult to climb them.</message> </action> </actions> </object> <object> <name>Cupboards</name> <displayName>Cupboards</displayName> <actions> <action> <!-- requirements make the command only work when they are met --> <requirements> <!-- equivilent of "if(cupboard_open == 1)" --> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>EXAMINE</command> <!-- fail message is the message displayed when the requirements aren't met --> <failMessage>The cupboard is closed.</failMessage> <message>The cupboard contains some batteires.</message> </action> <action> <requirements> <require operation="equal" value="0">cupboard_open</require> </requirements> <command>OPEN</command> <failMessage>The cupboard is already open.</failMessage> <message>You open the cupboard. It contains some batteries.</message> <!-- assigns is a list of operations performed on variables when the action succeeds --> <assigns> <assign operation="set" value="1">cupboard_open</assign> </assigns> </action> <action> <requirements> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>CLOSE</command> <failMessage>The cupboard is already closed.</failMessage> <message>You closed the cupboard./message> <assigns> <assign operation="set" value="0">cupboard_open</assign> </assigns> </action> </actions> </object> <object> <name>Batteries</name> <displayName>Batteries</displayName> <!-- by setting inventory to non-zero, we can put it in our bag --> <inventory>1</inventory> <actions> <action> <requirements> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>GET</command> <!-- failMessage isn't required here, it'll just show the usual "You can't see any <blank>." message --> <message>You picked up the batteries.</message> </action> </actions> </object> </objects> </level> Obviously there'd need to be more to it than this. Interaction with people and enemies as well as death and completion are necessary additions. Since the XML is quite difficult to work with, I'd probably create some sort of world editor. I'd like to know if this method has any downfalls, and if there's a "better" or more standard way of doing it.

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  • The big dude : server cost € , and the what 'i must look for' question .

    - by Angelus
    Hi again and sorry for the bad title . This time I'm thinking in a big project , and I have a big hole of acknowledge about servers and cost of them (economic cost). The big project consist in a new table game for playing online with bets. Think in it like a poker server that must have a good response to thousands of people at the same time. Then i have the big question , what type of server must i look for? , what features must i see in them? . ¿Must I think in cloud computing? thank you in advance.

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  • How to build a turn-based multiplayer "real time" server

    - by jmosesman
    I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" (within a few seconds). Only one player can play at a time. Server requirements: 1) Continuously listens for input from Player 1 2) As it receives input from Player 1, sends the message to Player 2 I know some PHP, but it seems like unless I had a loop that continued until I broke it (seems like a bad idea) the script would just receive one input and quit. On the mobile side I know I can open sockets using various frameworks, but what language allows a "stream-like" behavior that continuously listens/sends messages on the server? Or if I'm missing something, what would be the best practice here?

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  • Game server for an android/iOS turn-based board-game

    - by Cyril
    I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the game-server? First at all, which language should I choose? How to make a server able to communicate both with programs written in objective-c and Java? Then, how to effectively do it? Is it good if I open a socket by client (there'll be 2)? What kind of information should I send to the server? to the clients?

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  • Game server for an android/iOS turn-based board-game

    - by Cyril
    I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the game-server? First at all, which language should I choose? How to make a server able to communicate both with programs written in objective-c and Java? Then, how to effectively do it? Is it good if I open a socket by client (there'll be 2)? What kind of information should I send to the server? to the clients?

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  • Starting with text based MUD/MUCK game

    - by Scott Ivie
    I’ve had this idea for a video game in my head for a long time but I’ve never had the knowledge or time to get it done. I still don’t really, but I am willing to dedicate a chunk of my time to this before it’s too late. Recently I started studying Lua script for a program called “MUSH Client” which works for MU* telnet style text games. I want to use the GUI capabilities of Mush Client with a MU* server to create a basic game but here is my dilemma. I figured this could be a suitable starting place for me. BUT… Because I’m not very programmer savvy yet, I don’t know how to download/install/use the MU* server software. I was originally considering Protomuck because a few of the MU*s I were more impressed with began there. http://www.protomuck.org/ I downloaded it, but I guess I'm too used to GUI style programs so I'm having great difficulty figuring out what to do next. Does anyone have any suggestions? Does anyone even know what I'm talking about? heh..

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  • Real time location tracking - windows program or browser based?

    - by mawg
    I want to track a few hundred, maybe a few thousand people in real time. Let's say that the hardware aspects are sorted out and I can get the data into a database. Now, I want to get it out and show it, in real-time. Weeeell ... "real-enough" time. Let's say that I want to draw a floorplan of a building and plot everyone every 1 to 5 seconds. (I might want to show only certain "kinds" of people at the click of a button; I will need datamining, etc, but let's stick with the worse case scenario). I am comfortable enough with PHP, though not this sort of thing. I personally would be happier with a windows app coded in Delphi, but the trend seems to be to make everything browser based. So, the question, I guess is whether a browser can handle this and whether there are compelling arguments for a windows-based or browser-based solution. If browser-based can handle this (displaying a few thousand data-points a second), and there are no overwhelming arguments for windows then I guess I will go for browser-based and learn a few new tricks. The obvious advantage being that I could also re-use a large part of my code for (vehicle) tracking on Google maps.

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  • SQL SERVER – Example of Performance Tuning for Advanced Users with DB Optimizer

    - by Pinal Dave
    Performance tuning is such a subject that everyone wants to master it. In beginning everybody is at a novice level and spend lots of time learning how to master the art of performance tuning. However, as we progress further the tuning of the system keeps on getting very difficult. I have understood in my early career there should be no need of ego in the technology field. There are always better solutions and better ideas out there and we should not resist them. Instead of resisting the change and new wave I personally adopt it. Here is a similar example, as I personally progress to the master level of performance tuning, I face that it is getting harder to come up with optimal solutions. In such scenarios I rely on various tools to teach me how I can do things better. Once I learn about tools, I am often able to come up with better solutions when I face the similar situation next time. A few days ago I had received a query where the user wanted to tune it further to get the maximum out of the performance. I have re-written the similar query with the help of AdventureWorks sample database. SELECT * FROM HumanResources.Employee e INNER JOIN HumanResources.EmployeeDepartmentHistory edh ON e.BusinessEntityID = edh.BusinessEntityID INNER JOIN HumanResources.Shift s ON edh.ShiftID = s.ShiftID; User had similar query to above query was used in very critical report and wanted to get best out of the query. When I looked at the query – here were my initial thoughts Use only column in the select statements as much as you want in the application Let us look at the query pattern and data workload and find out the optimal index for it Before I give further solutions I was told by the user that they need all the columns from all the tables and creating index was not allowed in their system. He can only re-write queries or use hints to further tune this query. Now I was in the constraint box – I believe * was not a great idea but if they wanted all the columns, I believe we can’t do much besides using *. Additionally, if I cannot create a further index, I must come up with some creative way to write this query. I personally do not like to use hints in my application but there are cases when hints work out magically and gives optimal solutions. Finally, I decided to use Embarcadero’s DB Optimizer. It is a fantastic tool and very helpful when it is about performance tuning. I have previously explained how it works over here. First open DBOptimizer and open Tuning Job from File >> New >> Tuning Job. Once you open DBOptimizer Tuning Job follow the various steps indicates in the following diagram. Essentially we will take our original script and will paste that into Step 1: New SQL Text and right after that we will enable Step 2 for Generating Various cases, Step 3 for Detailed Analysis and Step 4 for Executing each generated case. Finally we will click on Analysis in Step 5 which will generate the report detailed analysis in the result pan. The detailed pan looks like. It generates various cases of T-SQL based on the original query. It applies various hints and available hints to the query and generate various execution plans of the query and displays them in the resultant. You can clearly notice that original query had a cost of 0.0841 and logical reads about 607 pages. Whereas various options which are just following it has different execution cost as well logical read. There are few cases where we have higher logical read and there are few cases where as we have very low logical read. If we pay attention the very next row to original query have Merge_Join_Query in description and have lowest execution cost value of 0.044 and have lowest Logical Reads of 29. This row contains the query which is the most optimal re-write of the original query. Let us double click over it. Here is the query: SELECT * FROM HumanResources.Employee e INNER JOIN HumanResources.EmployeeDepartmentHistory edh ON e.BusinessEntityID = edh.BusinessEntityID INNER JOIN HumanResources.Shift s ON edh.ShiftID = s.ShiftID OPTION (MERGE JOIN) If you notice above query have additional hint of Merge Join. With the help of this Merge Join query hint this query is now performing much better than before. The entire process takes less than 60 seconds. Please note that it the join hint Merge Join was optimal for this query but it is not necessary that the same hint will be helpful in all the queries. Additionally, if the workload or data pattern changes the query hint of merge join may be no more optimal join. In that case, we will have to redo the entire exercise once again. This is the reason I do not like to use hints in my queries and I discourage all of my users to use the same. However, if you look at this example, this is a great case where hints are optimizing the performance of the query. It is humanly not possible to test out various query hints and index options with the query to figure out which is the most optimal solution. Sometimes, we need to depend on the efficiency tools like DB Optimizer to guide us the way and select the best option from the suggestion provided. Let me know what you think of this article as well your experience with DB Optimizer. Please leave a comment. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Joins, SQL Optimization, SQL Performance, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Transitioning from Oracle based CMS to MySQL based CMS

    - by KM01
    We're looking at a replacement for our CMS which runs on Oracle. The new CMSes that we've looked at can in theory run on Oracle, but most of the vendor's installs run off of MySQL vendor supports install of their CMS on MySQL, and a "theoretical" install on Oracle the vendor's dev shops use MySQL none of them develop/test against Oracle Our DBA team works exclusively with Oracle, and doesn't have the bandwidth to provide additional support for a highly available and performing MySQL setup. They could in theory go to training and get ramped up, but our time line is also short (surprise!). So ... I guess my question(s) are: If you've seen a situation like this, how have you dealt with it? What tipped the balance either way? What type of effort did it take? If you're to do it over, what would you do differently ... ? Thanks! KM

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