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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Style bits vs. Separate bool's

    - by peterchen
    My main platform (WinAPI) still heavily uses bits for control styles etc. (example). When introducing custom controls, I'm permanently wondering whether to follow that style or rather use individual bool's. Let's pit them against each other: enum EMyCtrlStyles { mcsUseFileIcon = 1, mcsTruncateFileName = 2, mcsUseShellContextMenu = 4, }; void SetStyle(DWORD mcsStyle); void ModifyStyle(DWORD mcsRemove, DWORD mcsAdd); DWORD GetStyle() const; ... ctrl.SetStyle(mcsUseFileIcon | mcsUseShellContextMenu); vs. CMyCtrl & SetUseFileIcon(bool enable = true); bool GetUseFileIcon() const; CMyCtrl & SetTruncteFileName(bool enable = true); bool GetTruncteFileName() const; CMyCtrl & SetUseShellContextMenu(bool enable = true); bool GetUseShellContextMenu() const; ctrl.SetUseFileIcon().SetUseShellContextMenu(); As I see it, Pro Style Bits Consistent with platform less library code (without gaining complexity), less places to modify for adding a new style less caller code (without losing notable readability) easier to use in some scenarios (e.g. remembering / transferring settings) Binary API remains stable if new style bits are introduced Now, the first and the last are minor in most cases. Pro Individual booleans Intellisense and refactoring tools reduce the "less typing" effort Single Purpose Entities more literate code (as in "flows more like a sentence") No change of paradim for non-bool properties These sound more modern, but also "soft" advantages. I must admit the "platform consistency" is much more enticing than I could justify, the less code without losing much quality is a nice bonus. 1. What do you prefer? Subjectively, for writing the library, or for writing client code? 2. Any (semi-) objective statements, studies, etc.?

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  • Alternative to Game State System?

    - by Ricket
    As far as I can tell, most games have some sort of "game state system" which switches between the different game states; these might be things like "Intro", "MainMenu", "CharacterSelect", "Loading", and "Game". On the one hand, it totally makes sense to separate these into a state system. After all, they are disparate and would otherwise need to be in a large switch statement, which is obviously messy; and they certainly are well represented by a state system. But at the same time, I look at the "Game" state and wonder if there's something wrong about this state system approach. Because it's like the elephant in the room; it's HUGE and obvious but nobody questions the game state system approach. It seems silly to me that "Game" is put on the same level as "Main Menu". Yet there isn't a way to break up the "Game" state. Is a game state system the best way to go? Is there some different, better technique to managing, well, the "game state"? Is it okay to have an intro state which draws a movie and listens for enter, and then a loading state which loops on the resource manager, and then the game state which does practically everything? Doesn't this seem sort of unbalanced to you, too? Am I missing something?

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  • Sql Server Prevent Saving Changes That Require Table to be Re-created

    When working with SQL Server Management studio, if you use the Design view of a table and attempt to make a change that will require the table to be dropped and re-added, you may receive an error message like this one: Saving changes is not permitted.  The changes you have made require the following tables to be dropped and re-created.  You have either made changes to a table that cant be re-created or enabled the option Prevent saving changes that require the table to be re-created. In truth, its quite likely that you didnt enable such an option, despite the error dialogs accusations, as it is enabled by default when you install SQL Management Studio.  You can learn more about the issue in the KB article, Error message when you try to save a table in SQL Server 2008: Saving changes is not permitted. Warning: As the above article states, it is not recommended that you turn off this option (at least not permanently), as it will ensure that you do not accidentally change the schema of a table such that data is lost.  Do so at your peril. The simplest way to bypass this error is to go into Option Designers and uncheck the option Prevent saving changes that require table re-creation.  See the screenshot below. The main reason why you will see this error is if you attempted to do any of the following to the table whose design you are saving: Change the Allow Nulls setting for a column Reorder columns Change any columns data type Add a new column The recommended workaround is to script out the changes to a SQL file and execute them by hand, or to simply write out your own T-SQL to make the changes. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • TDD - Outside In vs Inside Out

    - by Songo
    What is the difference between building an application Outside In vs building it Inside Out using TDD? These are the books I read about TDD and unit testing: Test Driven Development: By Example Test-Driven Development: A Practical Guide: A Practical Guide Real-World Solutions for Developing High-Quality PHP Frameworks and Applications Test-Driven Development in Microsoft .NET xUnit Test Patterns: Refactoring Test Code The Art of Unit Testing: With Examples in .Net Growing Object-Oriented Software, Guided by Tests---This one was really hard to understand since JAVA isn't my primary language :) Almost all of them explained TDD basics and unit testing in general, but with little mention of the different ways the application can be constructed. Another thing I noticed is that most of these books (if not all) ignore the design phase when writing the application. They focus more on writing the test cases quickly and letting the design emerge by itself. However, I came across a paragraph in xUnit Test Patterns that discussed the ways people approach TDD. There are 2 schools out there Outside In vs Inside Out. Sadly the book doesn't elaborate more on this point. I wish to know what is the main difference between these 2 cases. When should I use each one of them? To a TDD beginner which one is easier to grasp? What is the drawbacks of each method? Is there any materials out there that discuss this topic specifically?

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  • Can't add NetworkManager applet to gnome panel

    - by Nate
    I have researched this problem extensively and I can't seem to find an answer. In Ubuntu 10.04 LTS, I want to connect to my VPN through the NetworkManager applet. I installed all the network manager packages, including the gnome client. I understand I need to add the "Notification Area" to the panel, which I have done. I checked that the NetworkManager is running: nate@nate-desktop:~$ service network-manager status network-manager start/running, process 763 In /etc/NetworkManager/nm-system-settings.conf, I have added managed=true (don't know if this matters, but I saw it suggested on one forum): nate@nate-desktop:~$ more /etc/NetworkManager/nm-system-settings.conf # This file is installed into /etc/NetworkManager, and is loaded by # NetworkManager by default. To override, specify: '--config file' # during NM startup. This can be done by appending to DAEMON_OPTS in # the file: # # /etc/default/NetworkManager # [main] plugins=ifupdown,keyfile [ifupdown] #managed=false managed=true I restarted NetworkManager and tried rebooting, too. At this point, it looks like NetworkManager is running but it's not appearing in the NotificationArea of the panel. I don't know what else to try. Any ideas?

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  • unity, seeing all instances of same open application windows on all virtual desktop

    - by Nasser M. Abbasi
    I noticed this strange issue with unity. I am using 12.04. The desktop has 4 virtual desktops, which I can switch between using the 'workspace switcher' which is very nice. But I noticed the following: When I have 2 instances of the same app (say 2 different firefox windows, or 2 different terminal windows), in 2 different virtual desktops, then I click on the icon for that application located on the launcher panel (the left long strip with icons on it), then I see the application comes into focus. Then when I click again right away (on the same icon on the launcher), then now all instances of this application that are open come into ONE view (may be on was on desktop 1, and the other was on desktop 3 for example) and then I can now click on the one instance window that I want to select to use. This is all very nice actually. But this does NOT work for all applications! I just tried it, and it worked for firefox, and for gedit and for the gnome terminal. I have one firefox window open in virtual desktop 1, and another window open in virtual desktop 2. I clicked once on the firefox icon, then again, and both windows came into the main desktop and I was able to select which one to use. When I tried the same thing on dolphin file manager, which I also had 2 windows (instances) of it open in 2 different virtual desktops, this behavior did not happen. I clicked again, and nothing happened. Only one remained in focus. So I had to fo look for the second dolphin window the hard way. It looks like some apps are supported by this feature and some are not. How does one make it so that all applications are supported like this? This is a very handy feature. Is it a configuration item somewhere? thanks

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  • How to build MVC Views that work with polymorphic domain model design?

    - by Johann de Swardt
    This is more of a "how would you do it" type of question. The application I'm working on is an ASP.NET MVC4 app using Razor syntax. I've got a nice domain model which has a few polymorphic classes, awesome to work with in the code, but I have a few questions regarding the MVC front-end. Views are easy to build for normal classes, but when it comes to the polymorphic ones I'm stuck on deciding how to implement them. The one (ugly) option is to build a page which handles the base type (eg. IContract) and has a bunch of if statements to check if we passed in a IServiceContract or ISupplyContract instance. Not pretty and very nasty to maintain. The other option is to build a view for each of these IContract child classes, breaking DRY principles completely. Don't like doing this for obvious reasons. Another option (also not great) is to split the view into chunks with partials and build partial views for each of the child types that are loaded into the main view for the base type, then deciding to show or hide the partial in a single if statement in the partial. Also messy. I've also been thinking about building a master page with sections for the fields that only occur in subclasses and to build views for each subclass referencing the master page. This looks like the least problematic solution? It will allow for fairly simple maintenance and it doesn't involve code duplication. What are your thoughts? Am I missing something obvious that will make our lives easier? Suggestions?

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  • Handling SEO for Infinite pages that cause external slow API calls

    - by Noam
    I have an 'infinite' amount of pages in my site which rely on an external API. Generating each page takes time (1 minute). Links in the site point to such pages, and when a users clicks them they are generated and he waits. Considering I cannot pre-create them all, I am trying to figure out the best SEO approach to handle these pages. Options: Create really simple pages for the web spiders and only real users will fetch the data and generate the page. A little bit 'afraid' google will see this as low quality content, which might also feel duplicated. Put them under a directory in my site (e.g. /non-generated/) and put a disallow in robots.txt. Problem here is I don't want users to have to deal with a different URL when wanting to share this page or make sense of it. Thought about maybe redirecting real users from this URL back to the regular hierarchy and that way 'fooling' google not to get to them. Again not sure he will like me for that. Letting him crawl these pages. Main problem is I can't control to rate of the API calls and also my site seems slower than it should from a spider's perspective (if he only crawled the generated pages, he'd think it's much faster). Which approach would you suggest?

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  • Allow image upload - most efficient way?

    - by K-P
    Hey everyone, In my site, I currently only allow users to import images from other sites rather than uploading it themselves. The main reason for this is because I don't have much storage space on my host (relatively speaking). The host charges quite a bit for additional space. What are the alternatives to hosting images users upload (max 1mb size). Would it be a good idea to purchase separate cheap hosting with "unlimited space" (I know that's not true, but I'm guessing it's more than 1gb)? Or are there some caveats with this approach (e.g. security since the site should not be browsable, but accessed via another server)? Are there alternative ideas that I could employ? Thanks for any suggestions

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  • Best CMS to handle short snippets of text?

    - by Federico Poloni
    I have to install a CMS to manage a set of mathematical problems, i.e., our main content will be short (~3 lines) snippets of text. We need the ability to add comments and categories/tags, possibly with a powerful search function combining different constraints on the categories. A crucial ability is the possibility to combine the results of a search in the same page to produce a (printable) problem sheet: not many CMS's seem to be able to do so, and it is difficult for me to test every one for this specific function. Do you guys know of a CMS that is capable to return formatted search result in this fashion? Thanks in advance!

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  • Confused about SPF Record setup

    - by Ramon A.
    Hello, I'm confused on how I should set up SPF records for my multiple domains. Here is my configuration: the setup is: (a) domain1.com points to server1 (b) mail.domain1.com points to server2 (c) domain2.com is a vhost in server1 (d) domain3.com is a vhost in server1 (e) and so on.. I want the SPF record to be set up so that domain1.com, domain2.com, domain3.com are authorized to send emails using mail.domain1.com. I'm confused on wether to put the SPF record on each domain, or on the main server only.

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  • Math questions at a programmer interview?

    - by anon
    So I went to an interview at Samsung here in Dallas, Texas. The way the recruiter described the job, he didn't make it sound like it was too math-oriented. The job basically involved graphics programming and C++. Yes, math is implied in graphics programming, especially shaders, but I still wasn't expecting this... The whole interview lasted about an hour and a half and they asked me nothing but math-related questions. They didn't ask me a single programming question, which I found odd. About all they did was ask me how to write certain math routines as a C++ function, but that's about it. What about programming philosophy questions? Design patterns? Code-correctness? Constness? Exception safety? Thread safety? There are a zillion topics that they could have covered. But they didn't. The main concern I have is that they didn't ask any programming questions. This basically implies to me that any programmer who is good at math can get a job here, but they might put out terrible code. Of course, I think I bombed the interview because I haven't used any sort of linear algebra in about a year and I forget math easily if I haven't used it in practice for a while. Are any of my other fellow programmers out there this way? I'm a game programmer too, so this seems especially odd. The more I learn, the more old knowledge that gets "popped" out of my "stack" (memory). My question is: Does this interview seem suspicious? Is this a typical interview that large corporations have? During the interview they told me that Google's interview process is similar. They have multiple, consecutive interviews where the math problems get more advanced.

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  • Should my servers boot from VHD?

    - by tony roth
    I've been testing native vhd boot on several servers. It seems to be pretty transparent in terms of deployment and with my seat of the pants testing I have not noticed any difference in performance. The main reason that I want to boot vhd is due to their transportablility between different hardware and to hyper-v servers. the following roles will be installed. dfsr dhcp iis application server dc <- haven't tested this yet but see no reason why it won't work. With the above low impact (in terms of performance) roles do you thing booting from VHD is appropriate. thx

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  • Handling Errors In PHP When Using MVC

    - by James Jeffery
    I've been using Codeigniter a lot recently, but one thing that gets on my nerves is handling errors and displaying them to the user. I've never been good at handling errors without it getting messy. My main concern is when returning errors to the user. Is it good practice to use exceptions and throw/catch exceptions rather than returning 0 or 1 from functions and then using if/else to handle the errors. Thus, making it easier to inform the user about the issue. I tend to go away from exceptions. My Java tutor at university some years ago told me "exceptions shouldn't be used in production code it's more for debugging". I get the feeling he was lying. But, an example, I have code that adds a user to a database. During the process more than 1 thing could go wrong, such as a database issue, a duplicate entry, a server issue, etc. When an issue happens during registration the user needs to know about it. What's the best way to handle errors in PHP, keeping in mind that I'm using an MVC framework.

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  • Using 2 Transparent HAProxy for load balancing

    - by Nyxynyx
    We can configure HAProxy to be a transparent proxy by using the guide here, where one of the steps says ...to put the backend servers in a different subnet to the front end clients and make sure that the default gateway points back at the HAProxy load balancer. However when we need to have 2 transparent HAProxy in front of our balanced servers (for redundancy), it seems like this wont work as we can only set one gateway for our balanced servers. What will be the correct way to setup the system such that we can have 2 transparent HAProxy infront of the balanced servers? The main reason for having transparent proxies is the need to find the client's IP addresses over TCP.

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  • What are the differences between MBR vs GPT vs any other partition scheme?

    - by Safran Ali
    Can anyone tell me what the main differences between i.e. MBR vs GPT or any other partition scheme are? Why would one choose one over the other? I am not an expert but from new release of Mac OS X which includes a feature called Time Machine, which I find highly useful. GPT is the requirement for Mac OS X Lion ... so on this basis I would say that GPT is more useful than MBR. What other partition schemes are there and which one should be used in which situation?

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  • Need Recommendations: Network Software and Hardware Setup for small firm

    - by Rogue
    Will be starting a small graphics design firm soon, with 20 employees. Therefore need software to manage the network. Have bought a bulk license of Windows 7. I have a spare computer which can act as a server if necessary, but its an ancient Dell machine (Pentium-III). If required I would purchase an extra machine, but would like to avoid unnecessary costs at start up. Following are the main functions that I would like to perform: Need to monitor\control network traffic and internet usage, restrict access to certain websites Alerts when access to certain software's, and when trying to tamper with privileges Ability to view desktops of any computer at any given time Limit access to certain hardware like USB ports,etc Limit access to folders on the computer Log/Report of all actions including keystrokes performed on any computer Local Network chat and talk client Collaboration and Work logs Any Software available to do all of the above and also any additional hardware required besides network switches, network card's and CAT5e cables. Any other recommendations besides the above mentioned hardware setup

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  • Bypass spam check for Auth users in postfix

    - by magiza83
    I would like to know if there is any option to "FILTER" auth users in postfix. Let me explain me better, I have the amavis and dspam services between postfix(25) and postfix(10026) but I would like to avoid this check if the users are authenticated. postfix(25)->policyd(10031)->amavis(10024)->postfix(10025)->dspam(dspam.sock)->postfix(10026)--->cyrus | /|\ |________auth users______________________________________________________________| my conf is: main.cf ... smtpd_sasl_auth_enable = yes smtpd_sasl_security_options = noanonymous broken_sasl_auth_clients = yes smtpd_sasl_path = smtpd smtpd_recipient_restrictions = permit_sasl_authenticated, reject_unauth_destination, check_policy_service inet:127.0.0.1:10040, reject_invalid_hostname, reject_rbl_client multi.uribl.com, reject_rbl_client dsn.rfc-ignorant.org, reject_rbl_client dul.dnsbl.sorbs.net, reject_rbl_client list.dsbl.org, reject_rbl_client sbl-xbl.spamhaus.org, reject_rbl_client bl.spamcop.net, reject_rbl_client dnsbl.sorbs.net, reject_rbl_client cbl.abuseat.org, reject_rbl_client ix.dnsbl.manitu.net, reject_rbl_client combined.rbl.msrbl.net, reject_rbl_client rabl.nuclearelephant.com, check_policy_service inet:127.0.0.1:10031, permit_mynetworks, reject ... I would like something like "FILTER smtp:localhost:10026" in case they are authenticated, because in my actual configuration i'm only avoiding policyd, but not amavis and dspam. Thanks.

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  • PostgreSQL didn't install on Ubuntu 11.04

    - by peanut
    On a new copy of Ubuntu 11.04 server I am trying to install PostgreSQL server by apt-get install postgresql. But in the end of installation log I saw: Error: could not create default cluster. Please create it manually with pg_createcluster 8.4 main --start When I ran this command I saw this message: perl: warning: Setting locale failed. perl: warning: Please check that your locale settings: LANGUAGE = "en_US:en", LC_ALL = (unset), LC_CTYPE = "UTF-8", LANG = "en_US.UTF-8" are supported and installed on your system. perl: warning: Falling back to the standard locale ("C"). Error: The locale requested by the environment is invalid. And no PostgreSQL server started :( What I need to do to become happy on this?

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  • Record 8 separate Line IN Channels from M-Audio Delta 1010 Card

    - by Peter Hoffmann
    I want to record the 8 separate Line IN Channels from my M-Audio Delta 1010 Card. The card is recogniced nicely and a can record a single channel via arecord -d 10 -f cd -t wav -D channel1 out2.wav. I've set up the different channels in ~/.asoundrc. Now if I want to record a second channel in parallel (arecord -d 10 -f cd -t wav -D channel2 out2.wav) I get the error arecord: main:564: audio open error: Device or resource busy As I understand the delta 1010 is a single Access Card, so only one application can access it at a time. Is this correct? The next step was to configure a dual channel input in .asoundrc # envy24 channel 1+2 only pcm.test { type plug ttable.0.0 1 ttable.0.1 1 slave.pcm ice1712 } Which works ok when I do a arecord -d 10 -f cd -t wav -D test -c 2 out.wav (BTW can anyone point me to a tool to split a multi channel wav into a file per channel?) But when I want to record the channels separately with (-I option) arecord -d 10 -f cd -t wav -D test -c 2 -I channel1.wav channel2.wav I get no recordings. Did I miss something with the configuration or what are my options to record all 8 channels via arecord. I've no experience with jackd. Is it an option to install jackd and record the line ins via jackd?

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  • Game actions that take multiple frames to complete

    - by CantTetris
    I've never really done much game programming before, pretty straightforward question. Imagine I'm building a Tetris game, with the main loop looking something like this. for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else remove all complete rows move rows down so there are no gaps if we can spawn a new block spawn a new current block else game over Everything in the game so far happens instantly - things are spawned instantly, rows are removed instantly etc. But what if I don't want things to happen instantly (i.e animate things)? for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else ?? animate complete rows disappearing (somehow, wait over multiple frames until the animation is done) ?? animate rows moving downwards (and again, wait over multiple frames) if we can spawn a new block spawn a new current block else game over In my Pong clone this wasn't an issue, as every frame I was just moving the ball and checking for collisions. How can I wrap my head around this issue? Surely most games involves some action that takes more than a frame, and other things halt until the action is done.

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  • controlling an object through another object ?

    - by Stefano Borini
    Today I've seen the following pattern: you have an object A and an object B. Object B accepts a pointer to A at its constructor. Once B is created, there's a method B.doCalc() that performs a calculation (internally using A's information). The result is obtained with method B.getResult(). In order to perform another calculation, A is modified, and B.doCalc() is called again. What is your opinion on this choice ? I would have designed it differently, but I want to hear your voice. Edit : note that my main objection is to modify A to have a different result from B, without touching B. Although similar, I think that just this discipline expresses a much better feeling of what's going on. Instead of a = new A a.whatever = 5 b = new B(a) b.doCalc() res = b.getResult() a.whatever = 6 b.doCalc() res = b.getResult() You get the a pointer object from b itself. a = new A a.whatever = 5 b = new B(a) b.doCalc() res = b.getResult() a = b.getAPointer() a.whatever = 6 b.doCalc() res = b.getResult() because it makes more explicit the fact that a is taken from b and then modified. I still don't like it, though...

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  • XNA C# Platformer - physics engine or tile based?

    - by Hugh
    I would like to get some opinions on whether i should develop my game using a physics engine (farseer physics seems to be the best option) or follow the traditional tile-based method. Quick background: - its a college project, my first game, but have 4 years academic programming experience - Just want a basic platformer with a few levels, nothing fancy - want a shooting mechanic, run and gun, just like contra or metal slug for example - possibly some simple puzzles I have made a basic prototype with farseer, the level is hardcoded with collisions and not really tiled, more like big full-screen sized tiles, with collision bodies drawn manually along the ground and walls etc. My main problem is i want a simple retro feel to the jumping and physics but because its a physics simulation engine its going to be realistic, whereas typical in air controllable physics for platformers arent realistic. I have to make a box with wheel body fixture under it to have this effect and its glitchy and doesnt feel right. I chose to use a physics engine because i tried the tile method initially and found it very hard to understand, the engine took care of alot things to save me time, mainly being able to do slopes easily was nice and the freedom to draw collision bounds wherever i liked, rather then restricted to a grid, which gave me more freedom for art design also. In conclusion i don't know which method to pick, i want to use a method which will be the most straight forward way to implement and wont give me a headache later on, preferably a method which has an abundance of tutorials and resources so i dont get "stuck" doing something which has been done a million times before! Let me know i haven't provided enough information for you to help me! Thanks in advance, Hugh.

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  • postfix destination concurrency

    - by Hamlet
    Hi, I have a website sending email using phpmailer - Centos, postfix, php, mysql etc Emails are getting delivered to all hosts correctly except one. Mar 30 14:38:22 server postfix/qmgr[15467]: 7237D218852D: to=, relay=none, delay=0.04, delays=0.04/0.01/0/0, dsn=4.4.2, status=deferred (delivery temporarily suspended: lost connection with mail06.indamail.hu[91.83.45.46] while sending MAIL FROM) They told me to limit concurrent connections to 2 to their server. I did, but they still say I connect more than twice. main.cf: default_destination_concurrency_limit = 1 fallback_relay = smtp_destination_concurrency_limit = 1 initial_destination_concurrency = 1 Any ideas? Thanks, Hamlet

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