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  • Architectural approaches to creating a game menu/shell overlay on PC/Linux?

    - by Ghopper21
    I'm am working on a collection of games for a custom digital tabletop installation (similar to Microsoft Surface tables). Each game will be an individual executable that runs full-screen. In addition, there needs to be a menu/shell overlay program running simultaneously. The menu/shell will allow users to pause games, switch to other games, check their game history, etc. Some key requirements of the shell: it intercepts all user input (mainly multitouch) first before passing it on to the currently running game (so that it can, for instance, know to pop-up at a "pause" command); can reveal on arbitrary portions of the screen, with the currently running (but presumably paused) game still showing underneath, ideally with its shape/size being dynamic, to allow for creation of an animated in/out drawer effect over the game. I'm currently looking into different architectural approaches to this problem, including Fraps and DirectX overlays, but I'm sure I'm missing some ways to think about this. What are the main approaches I should be considering? (Note the table is currently being run by Windows PC, but it could potentially be a Linux box instead.)

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  • Directx vs XNA - Which is better for me? [closed]

    - by tristo
    Recently I got Visual Studio 2012 from visual studio 2010, although did not expect Visual Studio to 2012 to designed the way it was. Anyway I am pleased with some of VS 2012 technology and have moved all of my projects to it. At this point of time since I got VS 2012 I have been into making windows applications and other non-game activities. ALTHOUGH have recently gotten into the spirit of game development and I am planning to make a 3d comical game, shader effects, not too complicated meshes, but it requires alot of lighting effects to emphasise certain parts of the game. When I was using VS 2010 I had a great time making 2d games with XNA, it uses a great language, and has a very awesome system. But I no longer have XNA with me, and the workarounds described in stackoverflow always gives me errors while using xna. Anyway it seems that microsoft have stuffed themselves up with xna anyway with the weirdness of Windows 8, and it being only avaliabe on pc and xbox. Due to these reasons I have decided to work with Directx and Direct3d to produce my new game, although the overflowing credits after each directx game gives me the shivers, and the low-level coding of directx also puts me on thin ice with my games, left in a confusional mess with what decision I should make. I don't know anything about directx or direct3d. I am an indie developer, but I am planning to take on alot of professional aspects of games. I don't have heaps of time(2-3 hours a day) I don't mind the complexity of how directx works, as long as I can learn how to make the fundementals of a game in a week. I am also unsure if directx is really for my situation, and keep with xna game development. Anyone can tell me the best technology for me would be great.

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  • Getting into the details of game engine programming

    - by Darkslash
    I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc, etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesn't teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? I'm sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • 5 reason why you should upgrade to new iPad (3rd generation)

    - by Gopinath
    Apple released the new iPad, 3rd generation, couple of days ago and they will be available in stores from March 16 onwards.  It’s the best tablet available in the market and for first time buyers it’s a no brainer to choose it. What about the iPad owners? Should they upgrade their iPad 2 to the new iPad? This is the question on the lips of most of the iPad owners. In this post we will provide you 5 reasons why you should upgrade your iPad, if more than two reasons are convincing then you should upgrade to the new iPad. Retina display – The best display ever made for mobile device, a game changer The new iPad comes with Retina display with screen resolution of 2048 x 1536, which is twice the resolution of iPad 2. Undoubtedly the iPad 3’s display is the best display ever made for a mobile device and it’s a game changer. With better resolution on iPad 3 eBook reading is going to be a pleasure with clear and crisp text Watching HD movies on iPad is going to be unbelievably good The new Games targeted for Retina display are going to be more realistic and needless to explain the pleasure of playing such games Graphic artists and photo editors get a professional on screen rendering support to create beautiful graphics 2x Faster & 2x Memory – Better Games and powerful Apps The new iPad is more powerful with 2x faster graphics and 2x more memory. Apple claims that the A5x processor of new iPad is 2x faster than iPad 2 and 4x faster than the best graphic chips available from other vendors. The RAM of  new iPad  is upgraded to 1 GB compared from 512 MB of iPad 2. With the fast processor and more memory, Apps and games are going to be blazing fast. 4G Internet – Browse the web at the speeds of 42 MB/sec Half of the iPad owners are frequent commuters who access internet over cellular networks, the new iPad’s 4G LTE is going to be a big boom for their  high data access needs. With the new iPad’s 4G LTE connectivity you can browse the web at 42 MB/sec and it mean you can watch a HD video without buffering issues. iPad 2 comes with 3G network support and it’s browsing speeds are way less than the new iPad. 5MP Camera – HD Movie Recording & gorgeous Photography iPad 2 has a 0.7 mega pixel camera and the new iPad comes with 5 megapixels camera. That is a huge boost for hobbyist  photographers and videographers. With the new iPad you can shoot gorgeous photos and 1080p HD video. The iSight camera of new iPad uses advanced optics with features like auto exposure, auto focus and face detection up to 10 faces. Amazon Pays up to $300 for old iPad 2 16 GB Wifi and more for other models Do you know that you can trade in your iPad 2 16 GB Wifi for upto $300? Amazon has an excellent trade in program for selling your used iPad 2s. Depending on the condition of the iPad 2  Amazon offers $234, $270, $300.00 for 16 GB Wifi versions that in Acceptable, Good and Like New conditions respectively.  The higher models of iPad 2s fetch you more money. With this great deal from Amazon the amount of extra money you need to spend for new iPad is almost half of their price. Visit Amazon Trade In’s website or read Amazon’s brilliant plan to pay you crazy money for your iPad 2 for more details. Related: New IPad Vs. IPad 2–Side By Side Comparison Of Hardware Specification [Infographic]

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  • Combining template method with strategy

    - by Mekswoll
    An assignment in my software engineering class is to design an application which can play different forms a particular game. The game in question is Mancala, some of these games are called Wari or Kalah. These games differ in some aspects but for my question it's only important to know that the games could differ in the following: The way in which the result of a move is handled The way in which the end of the game is determined The way in which the winner is determined The first thing that came to my mind to design this was to use the strategy pattern, I have a variation in algorithms (the actual rules of the game). The design could look like this: I then thought to myself that in the game of Mancala and Wari the way the winner is determined is exactly the same and the code would be duplicated. I don't think this is by definition a violation of the 'one rule, one place' or DRY principle seeing as a change in rules for Mancala wouldn't automatically mean that rule should be changed in Wari as well. Nevertheless from the feedback I got from my professor I got the impression to find a different design. I then came up with this: Each game (Mancala, Wari, Kalah, ...) would just have attribute of the type of each rule's interface, i.e. WinnerDeterminer and if there's a Mancala 2.0 version which is the same as Mancala 1.0 except for how the winner is determined it can just use the Mancala versions. I think the implementation of these rules as a strategy pattern is certainly valid. But the real problem comes when I want to design it further. In reading about the template method pattern I immediately thought it could be applied to this problem. The actions that are done when a user makes a move are always the same, and in the same order, namely: deposit stones in holes (this is the same for all games, so would be implemented in the template method itself) determine the result of the move determine if the game has finished because of the previous move if the game has finished, determine who has won Those three last steps are all in my strategy pattern described above. I'm having a lot of trouble combining these two. One possible solution I found would be to abandon the strategy pattern and do the following: I don't really see the design difference between the strategy pattern and this? But I am certain I need to use a template method (although I was just as sure about having to use a strategy pattern). I also can't determine who would be responsible for creating the TurnTemplate object, whereas with the strategy pattern I feel I have families of objects (the three rules) which I could easily create using an abstract factory pattern. I would then have a MancalaRuleFactory, WariRuleFactory, etc. and they would create the correct instances of the rules and hand me back a RuleSet object. Let's say that I use the strategy + abstract factory pattern and I have a RuleSet object which has algorithms for the three rules in it. The only way I feel I can still use the template method pattern with this is to pass this RuleSet object to my TurnTemplate. The 'problem' that then surfaces is that I would never need my concrete implementations of the TurnTemplate, these classes would become obsolete. In my protected methods in the TurnTemplate I could just call ruleSet.determineWinner(). As a consequence, the TurnTemplate class would no longer be abstract but would have to become concrete, is it then still a template method pattern? To summarize, am I thinking in the right way or am I missing something easy? If I'm on the right track, how do I combine a strategy pattern and a template method pattern? This is part of a homework assignment but I'm not looking to be gifted the answer, I have deliberately been very verbose in my question to show that I have thought about it before coming here to ask a question

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  • Things one needs to know while writing a game engine

    - by Joe Barr
    I have been dabbling in game development as a hobby for a while now, and I cannot seam to quite get my games to sparkle at least a bit with some graphics. I have decided to write a simple test game engine that only focuses on the representation of graphics - shapes, textures and surfaces. While I have a few very simple game engines designed for my own games under my belt, I want to create a game engine that I can use to display and play with graphics. I'm going to do this in C++. Since this is my first time with a major engine, the engine in not going to focus on 3D graphics, it's going to be a mixture of isometric and 2D graphics. My previous engines have incorporated (been able to draw) or focused on simple flat (almost 2D) non impressive graphic designs and representations of: the player NPCs objects walls and surfaces textures Also, I had some basic AI and sometimes even sound. They also saved and loaded games. They didn't have a map editor or a level editor. Is this going to be a problem in the future? At this time I have to point out that some of my games didn't get finished because I was to lazy to write the few last levels. My question at this point would be: What are some things one should know if one wants write (develope) a better graphical game engine with all it's functions.

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  • How do I grab and use a variables coming back through ValueList from an AJAX call?

    - by Mel
    I'm trying the following code to execute a search and it's not working. On the search.cfm page, the only value coming back is the value I input into the search field (even if I click an autosuggest value, it's not coming back; only the letters I actually type myself come back). <cfform class="titleSearchForm" id="searchForm" action="search.cfm?GameID=#cfautosuggestvalue.GameID#" method="post"> <fieldset> <cfinput type="text" class="titleSearchField" name="TitleName" onChange="form.submit()" autosuggest="cfc:gz.cfcomp.search.AutoSuggestSearch({cfautosuggestvalue})"> <input type="button" class="titleSearchButton" value=" " /> </fieldset> </cfform> Query in CFC: <cfquery name="SearchResult" datasource="myDSN"> SELECT CONCAT(titles.TitleName, ' on ', platforms.PlatformAbbreviation) AS sResult, games.GameID FROM games Inner Join platforms ON games.PlatformID = platforms.PlatformID Inner Join titles ON titles.TitleID = games.TitleID WHERE UCase(titleName) LIKE Ucase('#ARGUMENTS.SearchString#%') ORDER BY titleName ASC; </cfquery> Two things: First of all, I would like to get the GameID back to the page making the AJAX request; I know why it is not coming back: Because I'm only returning sResult var, which does not include the GameID. Is there a way to return the GameID value without displaying it? The second thing: How to I grab a value from the auto-suggest once it is returned? Say I want to grab the GameID, or if I can't do that, the "TitleName" to use that in my query? I tried passing it to the form this way: action="search.cfm?GameID=#cfautosuggestvalue.GameID#" - but that does not work. How do I reference the autosuggestionvalue varaibles for use? Thanks

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  • Predicate crashing iPhone App!

    - by DVG
    To preface, this is a follow up to an inquiry made a few days ago: http://stackoverflow.com/questions/2981803/iphone-app-crashes-when-merging-managed-object-contexts Short Version: EXC_BAD_ACCESS is crashing my app, and zombie-mode revealed the culprit to be my predicate embedded within the fetch request embedded in my Fetched Results Controller. How does an object within an object get released without an explicit command to do so? Long Version: Application Structure Platforms View Controller - Games View Controller (Predicated upon platform selection) - Add Game View Controller When a row gets clicked on the Platforms view, it sets an instance variable in Games View for that platform, then the Games Fetched Results Controller builds a fetch request in the normal way: - (NSFetchedResultsController *)fetchedResultsController{ if (fetchedResultsController != nil) { return fetchedResultsController; } //build the fetch request for Games NSFetchRequest *request = [[NSFetchRequest alloc] init]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"Game" inManagedObjectContext:context]; [request setEntity:entity]; //predicate NSPredicate *predicate = [NSPredicate predicateWithFormat:@"platform == %@", selectedPlatform]; [request setPredicate:predicate]; //sort based on name NSSortDescriptor *sortDescriptor = [[NSSortDescriptor alloc] initWithKey:@"name" ascending:YES]; NSArray *sortDescriptors = [[NSArray alloc] initWithObjects:sortDescriptor, nil]; [request setSortDescriptors:sortDescriptors]; //fetch and build fetched results controller NSFetchedResultsController *aFetchedResultsController = [[NSFetchedResultsController alloc] initWithFetchRequest:request managedObjectContext:context sectionNameKeyPath:nil cacheName:@"Root"]; aFetchedResultsController.delegate = self; self.fetchedResultsController = aFetchedResultsController; [sortDescriptor release]; [sortDescriptors release]; [predicate release]; [request release]; [aFetchedResultsController release]; return fetchedResultsController; } At the end of this method, the fetchedResultsController's _fetch_request - _predicate member is set to an NSComparisonPredicate object. All is well in the world. By the time - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section gets called, the _predicate is now a Zombie, which will eventually crash the application when the table attempts to update itself. I'm more or less flummoxed. I'm not releasing the fetched results controller or any of it's parts, and the only part getting dealloc'd is the predicate. Any ideas?

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  • Why doesn't my UIViewController class keep track of an NSArray instance variable.

    - by TaoStoner
    Hey, I am new to Objective-C 2.0 and Xcode, so forgive me if I am missing something elementary here. Anyways, I am trying to make my own UIViewController class called GameView to display a new view. To work the game I need to keep track of an NSArray that I want to load from a plist file. I have made a method 'loadGame' which I want to load the correct NSArray into an instance variable. However it appears that after the method executes the instance variable loses track of the array. Its easier if I just show you the code.... @interface GameView : UIViewController { IBOutlet UIView *view IBOutlet UILabel *label; NSArray *currentGame; } -(IBOutlet)next; -(void)loadDefault; ... @implementation GameView - (IBOutlet)next{ int numElements = [currentGame count]; int r = rand() % numElements; NSString *myString = [currentGame objectAtIndex:(NSUInteger)r]; [label setText: myString]; } - (void)loadDefault { NSDictionary *games; NSString *path = [[NSBundle mainBundle] bundlePath]; NSString *finalPath = [path stringByAppendingPathComponent:@"Games.plist"]; games = [NSDictionary dictionaryWithContentsOfFile:finalPath]; currentGame = [games objectForKey:@"Default"]; } when loadDefault gets called, everything runs perfectly, but when I try to use the currentGame NSArray later in the method call to next, currentGame appears to be nil. I am also aware of the memory management issues with this code. Any help would be appreciated with this problem.

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  • Can't get screen pixel from a specific full screen game with any language?

    - by user1007059
    Okay, I know this might seem like I'm posting a duplicate question since I've asked something similar like a day ago HOWEVER, if anyone sees any problem with this, please read my question first before judging: Yesterday I tried getting a specific pixel from a fullscreen game in C#. I thought my C# code was faulty but when I tried with multiple full screen games today they all worked except for that specific game. I literally tried with 10 different full screen games, a couple being mmofps, mmorpg, mmotps, regular rpg games, regular shooters, regular action adventure games, etc. I tried with multiple programming languages, and with every game except that specific game I'm dealing with, it returns the pixel color to me like I wanted. So let me explain what I tried: first I tried returning an IntPtr with C# using GetDC(IntPtr.Zero) before invoking GetPixel(int x, int y) and then getting the color out of it. Then I tried using the Robot class in Java and using the getPixelColor(int x, int y) method. I also tried using GetDC(0) to return an HDC object in C++ and then invoking GetPixel(int x, int y) before again extracting the color. These three methods worked EXACTLY the same in every single game except that specific game I was talking about. They returned the pixel perfectly, and extracted the exact same color perfectly. I don't feel it's necessary to tell you the game name or anything, since you probably don't even know it, but what could possibly be causing this malfunction in 1 specific game? PS: The game ALWAYS returns an RGB color of: A = 255, R = 0, G = 0, B = 0. Also, I tried taking a snapshot of the game with the 3 programming languages, and then getting the pixel which actually works in all 3 languages, but since I need to get this pixel every 30 ms, it kind of makes my game lag a bit (+ I think it takes up a lot of memory)

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  • Playing craps, asking and printing

    - by Angelo Mejia
    How do I ask the amount of games of craps someone wants to play and print the number of wins as a result of n number of games? Also How do I make a table in the main method using the previous methods I have? A table like this but shows the results: Percent Wins Games Experiment Number 1 2 3 4 5 6 7 8 9 10 100 1000 10000 100000 1000000 public class CrapsAnalysis { public static int rollDie( int n) { return (int)(Math.random()*n) + 1 ; } public static int rollDice( ) { int die1 ; int die2 ; die1 = rollDie(6) ; die2 = rollDie(6) ; return die1 + die2 ; } public static boolean playOneGame( ) { int newDice ; //repeated dice rolls int roll ; //first roll of the dice int playerPoint = 0 ; //player point if no win or loss on first roll newDice = rollDice() ; roll = rollDice() ; if (roll == 7 || roll == 11) return true; else if (roll == 2 || roll == 3 || roll == 12) return false; else { playerPoint = roll; newDice = rollDice(); do { newDice = rollDice(); } while (newDice != playerPoint || newDice != 7) ; if (newDice == 7) return false; else return true; } } public static int playGames ( int n ) { int numWon = 0; for (int i = 1; i <= n; i++) if(playOneGame()) numWon++; return numWon; } public static void main(String[] args) { //Don't know how to ask and print out the results of the number of wins depending on the n number of games played } }

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  • Dealloc'd Predicate crashing iPhone App!

    - by DVG
    To preface, this is a follow up to an inquiry made a few days ago: http://stackoverflow.com/questions/2981803/iphone-app-crashes-when-merging-managed-object-contexts Short Version: EXC_BAD_ACCESS is crashing my app, and zombie-mode revealed the culprit to be my predicate embedded within the fetch request embedded in my Fetched Results Controller. How does an object within an object get released without an explicit command to do so? Long Version: Application Structure Platforms View Controller - Games View Controller (Predicated upon platform selection) - Add Game View Controller When a row gets clicked on the Platforms view, it sets an instance variable in Games View for that platform, then the Games Fetched Results Controller builds a fetch request in the normal way: - (NSFetchedResultsController *)fetchedResultsController{ if (fetchedResultsController != nil) { return fetchedResultsController; } //build the fetch request for Games NSFetchRequest *request = [[NSFetchRequest alloc] init]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"Game" inManagedObjectContext:context]; [request setEntity:entity]; //predicate NSPredicate *predicate = [NSPredicate predicateWithFormat:@"platform == %@", selectedPlatform]; [request setPredicate:predicate]; //sort based on name NSSortDescriptor *sortDescriptor = [[NSSortDescriptor alloc] initWithKey:@"name" ascending:YES]; NSArray *sortDescriptors = [[NSArray alloc] initWithObjects:sortDescriptor, nil]; [request setSortDescriptors:sortDescriptors]; //fetch and build fetched results controller NSFetchedResultsController *aFetchedResultsController = [[NSFetchedResultsController alloc] initWithFetchRequest:request managedObjectContext:context sectionNameKeyPath:nil cacheName:@"Root"]; aFetchedResultsController.delegate = self; self.fetchedResultsController = aFetchedResultsController; [sortDescriptor release]; [sortDescriptors release]; [predicate release]; [request release]; [aFetchedResultsController release]; return fetchedResultsController; } At the end of this method, the fetchedResultsController's _fetch_request - _predicate member is set to an NSComparisonPredicate object. All is well in the world. By the time - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section gets called, the _predicate is now a Zombie, which will eventually crash the application when the table attempts to update itself. I'm more or less flummoxed. I'm not releasing the fetched results controller or any of it's parts, and the only part getting dealloc'd is the predicate. Any ideas?

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  • How do i use a USB wifi device properly?

    - by acidzombie24
    I'll just say a few random things One usb wifi device i notice only worked when it plugged into my usb hub Another one worked but couldnt get full speed. It came with an extention cord and when i had it a few feet away i was able to (usually) get full speed I had a wifi card in a tower in the past and just about all laptops have it built in How do i use a USB wifi adapter properly? The first device didnt come with an extention cord and made no mention of bringing it away from the computer. When someone else tested the device he said he was getting full speed while it was plugged into his tower so i was pretty surpised. How do i use USB wifi devices properly?

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  • Virtual Machines: What components should I upgrade to improve running virtual machines?

    - by joshsvoss
    at work I need to have one or sometimes two instances of a vmware virtual Windows 7 machine running on my real Windows 7 machine. The computer I'm using is Dell Precision 490 from 2009 I believe, possibly earlier. Running Windows 7 ultimate. Problems while running VM's: The entire computer slows down when a vmware instance is running. Pages take a while to react to a scroll, applications take forever to launch, and programs hang both in the virtual machines and on the real one. So, what components should I upgrade to improve this? I guess a more pointed question would be, which components will help the most? Possible options: Getting 8gb of RAM instead of 4gb new graphics card new processors? (Is that really an option?) My intuition tells me it will be a combination of the RAM and graphics card. There is also the possibility that an '09 tower just isn't cut out for vm's and our business should purchase a new tower.

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  • Where can I connect this USB 3.0 cord?

    - by tomsawyer95
    My motherboard has 2 USB 3.o slots in the back, where the usual slots go, but the tower also supports 1 or 2 USB 3.0 ports in the front, above the DVD drive. So, there is a cord coming out of those ports that has an end exactly like the one in the attached picture. I am not able to find a matching port on the mobo, so I presume it doesn't have one, and I would need an adapter or else just leave it inoperable. I have an ASUS P8Z68-V LX and an Antec 900 tower.

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  • 2 identical PCs - can I swap a single hard drive between and expect Windows 7/XP to work?

    - by rgvcorley
    I currently work in 2 different locations, traveling between the 2 every few weeks or so. I currently have screens, kb, mouse etc... in both locations, so I just pick up my tower case when I want to move to the other location. However to make moving easier I was thinking of buying 2 tower cases with hot swappable drive bays on the front and installing identical hardware in each one. This would allow me to pull the drives out and just take them with me and plug them into the PC at the other location. Would windows 7 complain? I'm not fussed about buying licenses for both PCs, but would I have any problems with drivers due to the different serial numbers of the components?

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  • 2 identical PCs - can I swap a single hard drive between and expect Windows 7 to work? [closed]

    - by rgvcorley
    I currently work in 2 different locations, traveling between the 2 every few weeks or so. I currently have screens, kb, mouse etc... in both locations, so I just pick up my tower case when I want to move to the other location. However to make moving easier I was thinking of buying 2 tower cases with hot swappable drive bays on the front and installing identical hardware in each one. This would allow me to pull the drives out and just take them with me and plug them into the PC at the other location. Would windows 7 complain? I'm not fussed about buying licenses for both PCs, but would I have any problems with drivers due to the different serial numbers of the components?

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  • Friday Fun: Omega Crisis

    - by Mysticgeek
    Friday is here once again and it’s time to play a fun flash game on company time. Today we take a look at the space shooter Omega Crisis. Omega Crisis At the start of the game you’re given the basic story of the game, defending the space outpost, and instructions on how to play. Controls are easy, just target the enemy and use the left mouse button to fire. After each level you’re shown the results and how many Tech Points you’ve earned. The more Tech Points you earn, you have a better chance of upgrading your weapons and base defense before the next level.   You can also go into Manage Mode by hitting the Space bar, and select gunners and other types of weapons to help defend the outpost. Choose your mission from the timeline after successfully completing a mission. You can also use A,W,D,S to move around the map and see exactly where the enemy ships are coming from. This makes it easier to destroy them before they get too close to your base. This game is a lot of fun and is similar to different “Desktop Defense” type games. If you’re looking for a fun way to waste the afternoon, and not look at TPS reports, Omega Crisis can get you though until the whistle blows. Play Omega Crisis Similar Articles Productive Geek Tips Friday Fun: Portal, the Flash VersionFriday Fun: Play Bubble QuodFriday Fun: Gravitee 2Friday Fun: Wake Up the BoxFriday Fun: Compulse TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows Tech Fanboys Field Guide Check these Awesome Chrome Add-ons iFixit Offers Gadget Repair Manuals Online Vista style sidebar for Windows 7 Create Nice Charts With These Web Based Tools Track Daily Goals With 42Goals

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  • Oracle is Proud Sponsor of Gartner Security and Risk Management Summit 2011

    - by Troy Kitch
    Oracle will have a very strong presence at this year’s Gartner Security and Risk Management Summit 2011 in Washington D.C., June 20-23. If you plan on being there, please be sure to stop by Oracle booth D and say “hi” to the Security Solution Experts. Please join us for the: Oracle Solution Provider Session Oracle Solution Showcase Receptions Oracle Face to Face Meetings We have some powerful database security demonstrations that we’re showing off. If you haven’t had an opportunity to check out the new Oracle Database Firewall, now’s your chance to learn why it’s the first line of defense in a database security defense in depth strategy. Additionally, Mark Morrison, director of intelligence community information assurance, and Pat Sack, VP of the Oracle national security group, will discuss U.S. government cross-domain secure information sharing. This case study session will explain how Oracle helped the U.S. government consolidate its mission-critical intelligence database infrastructure securely, and the underlying Oracle Database security solutions that can benefit any organization looking to increase business agility and drive down IT costs through database consolidation. Potomac Ballroom B Find out more about the event here. Twitter #GartnerSecurity to join the conversation.

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  • Is Steam for Mac effectively running as superuser?

    - by godDLL
    When you download the client it does not weigh too much, and seems to do very little. Inside the app bundle there is a script that—upon inspecting the environment and deciding you're not running Linux—launches the client, which downloads the full support environment and resources. For this to happen (all of this is saved inside the bundle, the app bundle gets updated in this process) Steam wants Universal Access for Assistive Devices, and your password. Cacheable resources, preferences (like keyboard shortcuts), support files (like game hardware requirement lookup tables) live inside the bundle, not in ~/Library/{Application Support|Preferences|Cache}; games' data get dumped into ~/Documents/Steam Content. I'd describe myself as a bit OCD (which really says a lot), and I wouldn't care that much still. I'd go comb this hairy mess and find out where stuff is, when and if I need to, even if it's in an unfamiliar place; that does not actually tick me off. Well, a little bit. What makes me concerned is the way Steam needs both Access for Assistive Devices, and my password to run. The former gives it the ability to talk very intimately with running apps and the underlying system; while the latter (admin account) could very well give it and it's publishers unrestricted access to all my software, hardware and data. With publishers like Rockstar using scene NOCD cracks to publish their games on Steam, I'm not so sure I'm OK with this. I'd like more games made available for the MacOS X and all the pretty machines that run it, but this arrangement does not seem very Mac-like to me. It looks like Valve is going around system security measures and best practices, foregoing sandboxing, code signing, relatively sane structured organization; all the things that would appeal to someone who's no fun at parties at all, and will die alone, in his long dead mother's basement… wait. Right. Anyway. Can we get some input on Steam for Mac security at the end-user machine, from someone who understands how Accessibility API works, whether games distributed on Steam can read and write outside the user homefolder, collect data from other running apps, or similar?

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  • Software for managing a gamenet

    - by Isaac
    I need a software for managing gamenet (Gamenet is like a cybercafe except people play games in gamenet instead of surfing the web!) The software should have this basic features: Accounting features (defining users, assigning a usage time to them, etc) Denying access to regular windows features (windows explorer, creating/editing/deleting files) Showing a list of available games to users to run. Creating login report I've tested a software named GamePort but it has some bugs and shortcomings.

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  • Software for managing a gamenet

    - by Isaac
    I need a software for managing gamenet (Gamenet is like a cybercafe except people play games in gamenet instead of surfing the web!) The software should have this basic features: Accounting features (defining users, assigning a usage time to them, etc) Denying access to regular windows features (windows explorer, creating/editing/deleting files) Showing a list of available games to users to run. Creating login report I've tested a software named GamePort but it has some bugs and shortcomings.

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  • I know it is a VLC know issue, but cant find a workaround

    - by Fladur
    I installed VLC player, because it works better that other video player on HD videos, but know I have an issue all most of my games (All of those using Bink Video, that means all Unreal Engine games, Call of duty, and more). When I load the game, I can hear the videos, the audio is working, so I know the videos is loading, but there is no image on the screen! Once I read that it was a known VLC issue with DivX or something like that, cant remember, does anyone, know a way to fix it? Thanks in advance

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  • Proxy within a proxy, tunneling?

    - by joeblogger
    At work there is a proxy that (understandably) blocks all ports except web ones. However, during lunch hours you are allowed to play online games. But as ports are blocked, multiplayer games are out of the question. So I was wondering, could I set up a tunnel on a web port, that would then allow me to access those blocked ports, through the port 80 tunnel whilst still being behind the work proxy? This is in a Windows environment.

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